Re: Creating OHLE using the New TS2014 Method
Posted: Mon May 19, 2014 3:12 pm
I played around a lot with auto unwrap. In blender (not sure if it is any different in 3DS Max) you can not unwrap multiple objects at the same time. So everything would end up overlapping using automatic tools.
I have just finished manually unwrapping and the ambient maps make it look quite nice. I have used a 1024 x 1024 texture. not sure if this is too big or not. It is near track so I choose 1024 over 512 in case of extra detail requirements. However, most of it will be a shade of grey
Back to work tomorrow on early shifts but hope to be able to export it into the game for the 1st time tonight. It might end up being completely broken by the time it is in game... will have to wait and see!
Umm Ambient occlusion (drool drool) . . .
Flat with no ambient occlusion (to compare) . . .
Jim
I have just finished manually unwrapping and the ambient maps make it look quite nice. I have used a 1024 x 1024 texture. not sure if this is too big or not. It is near track so I choose 1024 over 512 in case of extra detail requirements. However, most of it will be a shade of grey
Back to work tomorrow on early shifts but hope to be able to export it into the game for the 1st time tonight. It might end up being completely broken by the time it is in game... will have to wait and see!
Umm Ambient occlusion (drool drool) . . .
Flat with no ambient occlusion (to compare) . . .
Jim