zaphod Posted January 27, 2007 Report Posted January 27, 2007 this is a latin american shanty building I did for an art test. Specs and maps are listed in the pic. The hard shadows are rendered in maya. Quote
Josch Posted January 27, 2007 Report Posted January 27, 2007 looks superb Could you take another sceenshot from the back of the scene? Quote
insta Posted January 27, 2007 Report Posted January 27, 2007 I guess he has to live in a shanty when he has a satelite dish like that Great work though, looks really nice. Quote
Mazy Posted January 27, 2007 Report Posted January 27, 2007 Looks great, pretty poly effective too Quote
Pericolos0 Posted January 27, 2007 Report Posted January 27, 2007 very awesome The ambient occlusion is rendered on a different map channel i presume? I need to figure out how to do that . Quote
zaphod Posted January 27, 2007 Author Report Posted January 27, 2007 very awesome The ambient occlusion is rendered on a different map channel i presume? I need to figure out how to do that . http://devbump.com/story.php?title=Intr ... ion-Baking watch that. The ambient occlusion map was new to me too but it's such a cool thing to use wether you can actually use it as a map in the engine or you just bake it into the diffuse map, it really provides a nice effect. The only downside is that you can't have any overlapping uv's. I will post a few more views in a bit I think. Quote
von*ferret Posted January 27, 2007 Report Posted January 27, 2007 looks great. would be nice in a battlefield map Quote
SnipaMasta Posted January 27, 2007 Report Posted January 27, 2007 I'm very impressed you managed to fit all that onto a 1024, fantastic work. Quote
zaphod Posted January 27, 2007 Author Report Posted January 27, 2007 and with no overlapping uv's took forever to unwrap Quote
Pericolos0 Posted January 27, 2007 Report Posted January 27, 2007 ;o so the ao isnt in another map channel? Why would you keep it as a seperate map then? I'd love to see the different maps Quote
kleinluka Posted January 27, 2007 Report Posted January 27, 2007 fantastic work!! can you post the texture? Quote
zaphod Posted January 27, 2007 Author Report Posted January 27, 2007 I wasn't told exactly how the ambient occlusion map is used by the game engine, but I'm guessing that it acts as a filter as to how much direct light to receive when lit, which probably looks pretty dang cool. Quote
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