Lights, Camera, Reflection!

Austin Bryant
2 min readMar 3, 2021

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So after a two month hiatus, I am finally getting back into making this stealth game. Today, I picked up where I left off, 3D environment basics.

The first lesson of the day was to learn how to create reflections of objects in game. There are two ways to do this. The first way is to create a game object called a reflection orb. You create the game object and have it surround the surface that you want to cast this reflection. This way creates mediocre reflections and as the tutorial stated this method is best suited when creating the effect for a mobile or low memory cost game.

The second method is to use post processing component and attach it to the game object. This method creates stunning reflections and a much more realistic look. This method does use a costly amount of memory.

The second lesson for today was a combination of cameras and team coordination. The camera lesson was to learn what virtual cameras are for a cut scene in a game. The team coordination part was utilizing directors notes to create the scene view for the player.

So the virtual camera lesson was learning first what virtual cameras are and then learn how to use them. Unfortunately for me, the latest version of the asset is different than the version used in the tutorial and the asset was not downloaded when I grabbed the materials from Filebase. The video lesson was still very helpful. I managed to set up both of my cameras and focused on the next step of the lesson.

The directors notes were helpful in creating the cool camera angles that the silver screen uses. I felt like a Hollywood camera man for this part of the lesson. I saved my work and now ready to tackle the next steps to finish creating my very first cut scene.

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Austin Bryant
Austin Bryant

Written by Austin Bryant

C# Unity Developer in training.

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