Art: Lame Small Realtime Environment...

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  1. #1
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  3. #2
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    I'm kind of partial to the dark moody atmosphere of Splintercell.

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  4. #3
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    Lame Small Realtime Environment...
    Lame Small Realtime Environment...

    Last edited by Grooveholmes; July 29th, 2003 at 03:06 AM.
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    the visible light source helps a lot - everything works very nicely together, and is def. reminiscent of that first level of SC - nice work!

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  6. #5
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    Thanks adam, i haven't really made much low poly environment stuff so i'm probably going about this all wrong.:o

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  7. #6
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    i don't see it......

    My Imagination is killing me!
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  8. #7
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    got a temp site.. so i'm visible again:beer:

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  9. #8
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    Lame Small Realtime Environment...
    Lame Small Realtime Environment...

    i painted a bit of sky and added a few things.

    Last edited by Grooveholmes; July 29th, 2003 at 03:27 AM.
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  10. #9
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    I messed a bit with mental ray.. but its still tough to get the kind of control over it that i would like.
    Lame Small Realtime Environment...

    Last edited by Grooveholmes; August 4th, 2003 at 02:42 AM.
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  11. #10
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    This looks great groove.

    Davi told me about your guys's hl 2 mod. and its looking fantastic.

    Please do more!

    -http://iwasink.com/-
    DS Illustration
    "Get reference.
    There is nothing wrong with using a photo to help you see things.
    No one complains about life drawing,
    so take a photo.
    its easy, and will improve your piece greatly."
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  12. #11
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    very cool is that just reg lighting or vertex lighting?

    vertex lighting is such a bitch >_<

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  13. #12
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    Regular lighting right now. I can bake it into the texture maps. It looks no different once you do that.

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  14. #13
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    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?

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  15. #14
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    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'

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  16. #15
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    Hmm but if it bakes it on to the textures you couldn’t tile your textures. Perhaps that’s why you still have to UV light a map.

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  17. #16
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    Hmmm, it really depends on what type of environment your dealing with i think.

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