I'm workin on some environments in the unity engine. we're using lightmaps rendered from maya to light the scenes.
My beef with the lightmap thang is that it's impossible to get the surface brighter than the local color of the texture, because the lightmaps are applied in multiply mode.
Right now we can use lightmaps to shade our environments, but we can't really illuminate anything. this is a bit of a pain in the ass, because we could get some awesome effects if we could do that.
does anyone have any solutions for this issue, or any tips for a better workflow?
Replies
If you have access to the shader you could easily change how they are blended.
my friend just msned me and told me that we can take the whole color range and multiply it by like 4 or something.. so it basically expands the entire range. he says that it looks great.. so we're gonna give it a lil' shot.
Also, if you find something in photoshop that works and you don't know how to implement it, here's a source for the math involved in blend modes:
http://www.nathanm.com/photoshop-blending-math/