I'm going to bump this thread as I've stumbled across some tutorials on making directional lightmaps and a tool for generating Self Shadowed Bump(normal) maps. SSbump Generator, a free GUI based program that can be used to generate Self-Shadowed Bump Maps. Also this thread on the Unity forums has links to example files,…
Noors even back on the ps2 we had to stretch the range of the light maps from 0-2 as commander_keen says it's pretty much useless to only be able to darken textures with lightmaps in a conventional lighting setup. commander_keen something to note about your example is you are showing the difference in dxt compression based…
ZacD haven't looked at mirror's edge in a long time but for the outdoor stuff there wouldn't be an issue because they use white diffuse textures, this means they can use the 0-1 range and just use lightmaps to darken the image as they don't need any overbright from the lighting. Also they might not be using the nvidia dxt…
I made an example of different modulation levels. Each texture is dxt1 compression. As you can see there are almost no visible compression artifacts with 4x, and 1x just looks horrible.
Coming from and artists standpoint I am aware of the visual pros of using lightmaps. Not specific to UDK, but overall, I would like to understand the pros and cons when it comes to the technical side of things. For example, how much of an impact does adding light maps add/subtract from performance? Or better yet, where can…
I'm actually kind of ignorant when it comes to how light maps are applied to textures. In my simplistic understanding light maps are simply multiplied onto the diffuse. Does UDK for example do much more than that now? From what I read here: http://udn.epicgames.com/Three/Lightmass.html#Diffuse%20Textures Is this actually…
Hi ! thread necro ^^ So mmh what about linear workflow and lightmaps ? I baked my lightmap (vray) in gamma 1 and applied a 2.2 gamma correction in max with xoliul's shader, but i get horrible banding. It's logical as i re-expose an 8 bit file, but still, i thought it would look better with a bit of shader magic. How is it…
Autocon, you worked on Reach that's cool I'm working on Kinect JoyRide, looking forward to getting my free copy of Reach from Microsoft when it comes out. r_fletch_r, no nothing to do with blowout or exposure. Lightmaps are all multiplied on top of the texture in default baked lighting so LDR lightmaps can only darken…