What Pior wrote + some other tips; * get out of the RGB mode. LAB works better in canceling out light information. * you want a specular matte to erase that from the rest. To do that, you want to split the AOpponent and BOpponent from the Lightness (Lightmap). * use Layer filters (Multiply, Linear Light, color etc.) to…
Here are some things I noticed: the railings have some pieces broken out, but are otherwise completely straight. How did that happen? Did someone saw them off at night? the street normal texture is too large in scale and it wasn't a great photo to normal conversion. Asphalt doesn't break up that smoothly, it has sharp…
A bit of an update. I've been working on creating textures as well using UV space as efficiently as possible without going overboard for my first attempt. Currently, I'm running into UV seam issues in UDK with the mirrored UVs. From what I've found, the UV seams need to be vertical and the Indirect Normal Influence Boost…
* It'll depend on the overall complexity of the kit and the player's camera perspective. I'd lean towards separating them for the sake of layer management . * Manifold meshes give you some wiggle room for tweaking/offsetting without light leaks, but you'll pay for it with your lightmap and you'll inevitably have some…
1) Like Neox said the 2nd UV channel is usually reserved for lightmaps. Some engines create this channel for you and do an automatic unwrap of your objects which in most cases works just fine so you don't even need to think about any other channel than the first. The automatic unwrap will assume that every face is equally…
This may be too much for your need, I too had trouble with good vertex color solutions in Unity. Now I almost exclusively go straight to this:http://forum.unity3d.com/threads/123282-T4M-Black-Edition As long as you convert your mesh to T4M mesh, you can paint any combination of textures with support from mobile up to…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
Hey Carwash! The best thing you can do to optimize for mobile, for starters, is having as few materials as possible in your scene...unless you're clever about creating one large texture for a large swath of objects at once, you'll likely have to look into a process called "atlasing" to do this (short version...shifting UVs…
This looks like a realtime solution for radiosity/AO, and no mainstream engines can do this well that I know of. Even in the examples, they are only getting 15 fps for a single static object in a very simple environment. Throw in 24 characters running around calling dozens of animations, add in several dozen weapons each…
If you haven't checked it out yet there is a very handy script for carving up tiling meshes and converting them to texture atlases. http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator As for the problem with AO, the 2nd UV channel seems to be a logical way forward if you have a lot of unique shadow details.…