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    Cartoon Style Game

    I am making a cartoon style game and I need the light to be a constant level of brightness throughout the game, I have torches but I only need them there for props. The light itself should just be set at a set a constant inside of a set volume. Is there a way I can do this?

    #2
    Just use a skylight -> it will "add" a overall brightness/lightning level to your map

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      #3
      Just set up all your materials so that your colors/textures are all feeding the "emissive" pin, rather than the "base color" pin, and then don't place any lights.

      The advantage to this approach is you can also do it halfway; e.g. characters and enemies aren't lit, but backgrounds have some natural lighting, or vice versa (esp if you're going to cel shade later).

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        #4
        Originally posted by RhythmScript View Post
        Just set up all your materials so that your colors/textures are all feeding the "emissive" pin, rather than the "base color" pin, and then don't place any lights.

        The advantage to this approach is you can also do it halfway; e.g. characters and enemies aren't lit, but backgrounds have some natural lighting, or vice versa (esp if you're going to cel shade later).
        I like your thinking good sir. Fighter I did that, I do like the way it turned out but I am having a bit of issue with shadow casting.

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          #5
          Originally posted by RhythmScript View Post
          Just set up all your materials so that your colors/textures are all feeding the "emissive" pin, rather than the "base color" pin, and then don't place any lights.

          The advantage to this approach is you can also do it halfway; e.g. characters and enemies aren't lit, but backgrounds have some natural lighting, or vice versa (esp if you're going to cel shade later).
          Hi, i am trying to do a cartoon game too and had a problems with my UV's meshes...
          https://forums.unrealengine.com/show...t-on-my-meshes
          How can i remove the lights? i am using only material colours... without tetures... so can you explain me more this tecnique to "emissive", RhythmScrit?

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            #6
            I actually just took my material node and unplugged it from the base color inside of the material blueprint and then plugged it right into emissive color and it did exactly what I needed it to.

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              #7
              Originally posted by XLCRHItmanEQ View Post
              I actually just took my material node and unplugged it from the base color inside of the material blueprint and then plugged it right into emissive color and it did exactly what I needed it to.
              could you, please, put a picture and explain how you did that?

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                #8
                As he said, just connect your texture sample with the emissive (so instead of connecting it with base color you will have to use the emissive)

                Click image for larger version

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                  #9
                  That's exactly right.

                  Emissive color indicates color that is unaffected by lighting. You can use it for anything you want to always be the same hue regardless of lighting; I use it for things like neon bars and stuff. But if you want that Mario 64-esque look of full brightness all the time, just using emissive colors for everything (and blob decals for shadows) can be a really easy way to do it... Especially since you can delete all lights from your scene entirely and avoid the entire performance cost of lighting... Whereas using a postprocess for a similar effect would still involve calculating all that lighting data, and then just discarding it.

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                    #10
                    thanks guys I had to take my kid trick or treating so I didn't get back on till now. happy belated halloween

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