People,
help me, please. Wanna know how to make hair like on the image below. Think, I
can deal with polygon strips and base texture, but don't understand how to get
the "baked-in lighting" look.
There are a lot of tricks that can be done but it depends a lot of the target spec of the game.
You can start out with cards that seem fairly generic and similar but have their own unique UV space and paint the lighting detail once they are arranged, often on the model. I've seen quite a few people use a few generic clumps but then after arranging the pieces create a second UV channel with a lot of unique UV's. You can also bake out AO and some other shadow passes and compile it together. You can also vertex paint some shadows using blend materials. A lot can also be done with vertex normals to shade objects in specific ways.
It's really up to you, what you know and what you're game is capable of.
The lighting on these is really straightforward if you see the textures; burn and dodge brush in Photoshop. Most in this style only use one or two "strips" across the whole style
Replies
You can start out with cards that seem fairly generic and similar but have their own unique UV space and paint the lighting detail once they are arranged, often on the model.
I've seen quite a few people use a few generic clumps but then after arranging the pieces create a second UV channel with a lot of unique UV's.
You can also bake out AO and some other shadow passes and compile it together.
You can also vertex paint some shadows using blend materials.
A lot can also be done with vertex normals to shade objects in specific ways.
It's really up to you, what you know and what you're game is capable of.
Most in this style only use one or two "strips" across the whole style