malcolm, i use them only for some demos, i know it's very memory consuming, but since you have 8 bits for lighting and 8 bit for darkening, it improves the gradient quality and it's more accurate when using linear workflow. I guess back then, lightmaps/vertex color where only used for darkening diffuse textures.…
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…
malcolm, yeah that can generally help the problem, but its really just a work around and not guaranteed to work in all cases. Mirrors edge has tons of blown out parts (and even uses dynamic exposure), so a range of at least 0-2 would be nessessary. There is no case where a static range of 0-1 is acceptable because textures…
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…
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…
Ben Apuna, its simple. If you are baking your lightmaps in a 3d package like max you can setup your lighting so it looks how you want it, then when you actually bake the lightmaps bake them 2 or 4 times darker than they were when you were preview rendering. You could probably do this easily with some exposure control in…