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#12 (permalink) |
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Senior Artist
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Baking Ambient Occulsion is easy:
Same as any texture baking (see Normal Mapping for Beginners) http://www.game-artist.net/forums/showthread.php?t=43 Add a Skylight to you scene instead of Output > Add > NormalsMap, change that last step to LightingMap Render your texture and it will be the Ao map which can be used as an overlay or base layer for your Diffuse. Again, these materials are raw bakes, and have errors so they are a little sloppy http://img100.imageshack.us/img100/3...e04matslm0.jpg |
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#14 (permalink) |
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Senior Artist
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For the (material) tests, the tread is a small section tiled, the rim does not have any sections overlapping, but I plan to mirror bars that connect the rim outter and center areas. After testing, I noticed that section would be ok without having lighting errors.
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#15 (permalink) |
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Artist
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oki thats cool, we use it on our vehicle models to some extent and i must say with the right engine you can get away wit a lot more than i first thougth when it comes to tiling/reusing normalmapspace
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Environment Artist DICE Stockholm, Sweden |
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#19 (permalink) |
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Senior Artist
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Thanks guys. It's actually kinda sloppy, tbh. I have a re-UV'ed version that has much more detail and sits on a single sheet. I'm fairly happy with it now, and may hold off on it while I work on an environment. Check the "what you're working on" thread to see some of the materials. Anyway, the project of a vehicle is backburner in my mind right now.
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