Baked AO, ambient occlusion
Today we looked at a neat little program called SMAK which is a neat little program for generating normal maps for low poly models by using high poly models. It also can bake ambient occlusion shadows onto your diffuse textures.
This is also a feature of 3DMAX so Dave tried a little experiment.
You might want to click on those images to see the full sized renders. Certainly the cockpit area could benefit, and the buildings we have with ground proximity shading for compounds and city blocks. Best of all, no fps impact. There's still work to do to improve normal maps.
We started an audit of game textures and will extend this to include QA for each texture layer, ensuring it's as good as we can make it and optimise memory usage into the bargain.
There are subtle things, such as the DXT5 compression that results in acne. Using a different DDS format and reducing the resolution can result in a better image and smaller memory footprint. See pic below.
We made some material changes to the cockpit, specular, glow maps. I'm not sure the grips should be backlit but it makes them easier to read in the dark.
6 Comments
Recommended Comments