Hey guys,
I'm working on my game engine and just finished implementing normal, diffuse, specular and emissive maps for it. I'll also be tweaking the lighting system soon.
I am in dire need of a professional grade good model/scene that makes use of those four textures so I can see if the engine is up to the task of actually making a good looking game. And also to see where it could be improved. My programmer art in blender simply doesn't cut it. Here, have a laugh:
https://www.youtube.com/watch?v=EZCgY42IjaY
P.S. everything free I found on the internet so far is just absolutely abominable. Or is not intended for in-game rendering but for rendering in 3dMax instead. If anyone could point me to an asset, that would be wonderful. I will of course post the result back here.
Replies
http://www.polycount.com/forum/showthread.php?t=38292&page=3
A few there on the last page that use those maps.
Are you also aware of any environments with using these textures?
Also, special thanks go to Marcus Dublin for making them.
https://www.youtube.com/watch?v=HcWbRiFZblc
I now have a sort of an image of how a game could look like in my engine with properly done assets.
Is the quality good enough for a top down (diablo 3 angle like) game or are there areas that should be improved?
Thanks
mabe setup some pointlights around the charcter
https://www.youtube.com/watch?v=gv09OqbahLQ
Is this forward rendering, or deferred?
Some sort of ambient term would really help banish those deep dead blacks, preferably a cubemap style ambient for a more full-looking ambient, rather than a single value ambient which just flattens everything out. Image-based lighting.
Shadows would be great too of course.
How are you handling the tangent space conversion? Are you supporting the same TS as 3ds Max? Or Maya? Or etc.? Do you import the tangent basis from a FBX, or re-calculate it yourself? This makes a big difference for solving seams. See www.handplane3d.com
I agree with the the need for cubemap and shadows. A bloom filter is also on my list so it brings those emissive out.
I'm calculating the tangent space. More like using assimp (a model import library) to calculate it for me. I wasn't aware of UV issues mostly because of my lack of experience with graphics programming. I could test if the way assimp calculates tangents avoids the issue (and I wouldn't be surprised if it does, it's a decent library). I'd perhaps need a model to test with that would highlight the issue, if you could point me to one?
Also, thanks for the feedback so far, I appreciate it ^__^