The following procedure covers creating an Ambient Occlusion or "shadow map" using a normal map and low poly mesh in 3ds max 8. This may be old news for some of you, but it is a technique I learned recently so I thought that I would share. Some may ask "why not just use your high poly mesh and a projection modifier to…
Here are a couple concept ships I created today. SW used : Zbrush, KeyShot, PhotoShop. Check out the 3d Model here:http://digitalenvironmentartist.com/VR/142/142.html share and enjoy Nick www.nickhiatt.com
Use glAlphaFunc(GL_LESS, 128); instead of glBendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); and let glDepthFunc untouched, that'll remove the blending and use on/off alpha at threshold 128 instead.
Sweetness some awesome polywork in here! Citizens I'm taking this thread back to lowpoly. Practice model for the 128 thread on CGchat. Specs are 128 all the way.
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…