Tiling = 4x4 tiling Combined = Mutiple textures combined by script for memory Unique = Maps that only can be used for one specific mesh (or family of that mesh) Trimstrip = Usually Modular use. You unwrap the modular pieces to a set UV layout of that tileset. Usually trimstips and tiling that required mesh division Atlas =…
I know this is a bit off-topic, but.. Some of my friends are also working on a shmup, and innitially where thinking about making the background scroll. we will probably use pre-baked lightmaps. would you be willing to share some thoughts on why you ended up scrolling the player/playfield instead? (besides lighting, which I…
I can see what you mean about the trucks, I can remodel them, its the cabs that need remodelling i think. They are a bit too square. When i was modelling i was trying to keep it as low tris as possible and the trucks were modelled quickly before my deadline but remodelling will be done Here is one of the lightmaps i used…
It's got way less precomputation time than Unity but runs a little slower in the end. It's way faster than VXGI because it doesn't revoxelize stuff every frame, but dynamic/skeletal meshes can only receive GI, not emit it. Overall it's pretty good, but not as high-quality as lightmaps. I don't think that Lumberyard has the…
Here is what my characters look like at the moment! Since I know UVs are good now, I will go an start rigging these guys. Texturing still to come for both characters. And I forgot to resize the head on the wizard. Im not sure where that black line is coming from under the wizard's edge of his hat. Must be a lightmap thing,…
I like next-gen rendering though. Not necessarily physically-based stuff but rather how many lights you can show, higher resolutions, no lightmaps, dynamic global illumination. I feel that realistic games will become very boring to do in the future. Scanned textures, super realistic shading with very little art direction…
It looks pretty good, but a wee bit tiley. Just fudging your UVs around a little can help with that. A nice lighting pass should really pull this piece together well. For any details that are defined solely by textures, which will end up being flat-lit, I'd hit them up with a little bit of false shadowing in the texture.…
Also, most of these shadow calculations are done in engine. Either via static rendered lightmaps or some fancy realtime GI system. I doubt TS has this, so baking in shadows may be prudent. I would expect it to have normal maps and specular highlights which is what throttle is trying to get at. Your materials are just…
It's just a RGBA value you can input to your vertices. What it actually does is up to the shader! Before lightmapping came, it was (still is in some platforms) the most used way to light environments. You can use it to blend between textures, you can use it as a color overlay (you can create color variations on the same…
I'd really suggest you do the lighting. Why have a piece that is 90% complete? That's just going to hurt your portfolio. If you spend maybe a full week on lighting you could have something that looks a LOT better without a ton of extra work. You even have the lightmap UVs done. May as well just push it through all the way…