View Full Version : Lame Small Realtime Environment...
July 1st, 2003, 08:06 PM
July 1st, 2003, 08:10 PM
I'm kind of partial to the dark moody atmosphere of Splintercell.
July 18th, 2003, 05:09 AM
July 18th, 2003, 03:08 PM
the visible light source helps a lot - everything works very nicely together, and is def. reminiscent of that first level of SC - nice work!
July 18th, 2003, 03:32 PM
Thanks adam, i haven't really made much low poly environment stuff so i'm probably going about this all wrong.:o
July 26th, 2003, 03:22 PM
i don't see it......
July 29th, 2003, 02:07 AM
got a temp site.. so i'm visible again:beer:
July 29th, 2003, 02:14 AM
i painted a bit of sky and added a few things.
July 29th, 2003, 02:38 AM
I messed a bit with mental ray.. but its still tough to get the kind of control over it that i would like.
July 29th, 2003, 04:32 AM
This looks great groove.
Davi told me about your guys's hl 2 mod. and its looking fantastic.
Please do more! :)
July 31st, 2003, 04:09 PM
very cool is that just reg lighting or vertex lighting?
vertex lighting is such a bitch >_<
July 31st, 2003, 05:45 PM
Regular lighting right now. I can bake it into the texture maps. It looks no different once you do that.
August 4th, 2003, 01:04 AM
wait you can bake it onto a texture in maya? @___@ tell me.......i'll forever be your best friend.
although i was under the impresion you had to do vertex lighting for console games simply because it "looked" more real?
August 4th, 2003, 01:55 AM
Very simple poly_cube...
Select the object you want to bake, then the shader thats assigned to it as well. Next, within the Hypershade go Edit>Convert to File Texture. ..Thats it.
You can also bake radiosity set ups from Mental Ray. Its a slightly different process, 'cept just as easy. It does take a while for the conversion from mental ray because it has to render all the photons and shizz.
Its all fairly well documented in the help files too. Search for 'texture baking'
August 4th, 2003, 03:35 AM
Hmm but if it bakes it on to the textures you couldnít tile your textures. Perhaps thatís why you still have to UV light a map.
August 4th, 2003, 02:02 PM
Hmmm, it really depends on what type of environment your dealing with i think.
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