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Baked AO, ambient occlusion


Flexman

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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.

 

nobakedAOImage.jpgBefore, no baked AO

 

bakedAOImage.jpgAfter, with baked AO

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.

 

spotthedifference.jpg

 

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.

 

screenshot238.jpg4946580266235927217-5682478152525049559?l=combathelo.blogspot.com

 

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Jeepers, I'm sorry about the format, this is an import from blogspot. It goes crazy sometimes.

 

But it's all down to someone here mentioning SMAK, I had to check it out, bought the beta (since it's on offer) and had a play. We didn't use it for the above test but it was enough to get an idea of where we could make some improvements. And if you don't have MAX it's a bargin for what you get.

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Baking AO to textures is still a good thing these days. Even if you could do it in realtime with a shader.

People with low-end systems will definitly love baked lighting.

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Yeah, baked AO is the way to go with vertex engines. It takes too much FPS to do as good quality AO with shaders. The FPS can be used for much more important stuff which you can't bake, like raytracing, or at least light bounce and color bleed.

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But Crysis has me hooked on real time =D

 

and so does leadwerks. I like my AO to interact with every single blade of grass :blink:

 

But in a flight simulator this makes perfect sense imo

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Everybody else sums it up already: great work with the AO backing.

 

And the detail from the cockpit is magnificent! must have taken a lot of hours.

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