Posted 16 August 2009 - 08:29 PM
So the model is 5,500 tris(no idea who made it). Ambient Occlusion is baked from the low poly using a hammerslay 1.0 filter, set to multiply over the base. Cavity map is baked twice from the high poly(well over 1mil tris), using xnormal to get different shades of fine detail. Basically the AO map captures light information based on the low poly, while the cavity map captures light information on very fine details on the high poly. I than merge all the AO/Cavity layers with different blending options, and than multiply it over my base. Render is using 100 self illum, no lights in the scene.
Just noticed black on the mag, I screwed up laying down the materials on the map
Posted 21 August 2009 - 04:14 AM
Map Preview (Diffuse, Normal, Specular)
Ambient Occlusion Map with Cavity Map and Edge Map
Base Marmoset post effect
UT3 Marmoset post effect
Two screenshots are taken in realtime. Second screenshot is what the UT3 engine would resemble.
Posted 23 August 2009 - 07:51 AM
maps: RO-PariserPlatz DH-Foy DH-stavelot DH-La Gleize DH-Cheneux DH-raids DH-Stoumont DH-Targnon
released: DH-Maupertus viewtopic.php?f=69&t=5521&p=53034#p53034
WIP: DH-st-marie du mont viewtopic.php?f=62&t=5647
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