1. If the source art is low res to begin with then its going to look low res even when transferred into virtual texture data. 2. When they showed the tools a long time ago all the stamping and stuff was non destructive so changing things could be done without too much work I guess. 3. In the promo builds they probably used…
Pior thanks I see what you guys are considering baked in spec now, but I don't agree. I don't think those one pixel highlights on edges are derived from any light source/shader bake. These just look like an inverted cavity map that exists in the diffuse texture in Photoshop. The environment map then brightens these edges…
Interesting I guess folks missed some of my questions over the weekend relating to the tech as well. Here was the original thread but it fell off the map. http://www.polycount.com/forum/showthread.php?t=89650 Also just quoted it below """"""" Hello everyone, I did not see a thread yet talking about the final resulting…
I would imagine it would be easier to just include the specular tiles for the slimy parts than to bake into the diffuse tiles. Not every piece of the environment has to be diffuse only.
There are Quality-Settings for the virtual-texturing system that suggest that there are indeed specular and normal-maps, not just diffuse ones. My guess is that those specular and normal-textures are just used very conservatively, and mostly just in indoor areas around certain lightsources for storage reasons. Since the…
Dont have a ton of time right now, but I'll answer this quick. All the environments are built in modo. Props and assets are built mostly in modo, with a couple artists using Max and then baking via renderbump (like past id engines). From there, all the props, layout, texturing is done inside modo with it's fantastic tools…
Oh its a mix of baked flat diffuse only with some assets that still use normals and speculars with cubemaps. but for a great deal of the environments its all baked down.
I'm actually not seeing this baked specular we're talking about. Can someone post an image with some examples. I see nice highlights on the sharp edges of models, but aren't these coming from the diffuse, like an inverted cavity map derived from the normal map in Photoshop?
Now that I've gone looking for it I really don't see it, every single railing in well spring and every single grill and piece of texture that looks baked has an environment map on it if you look closely. The edges are highlighted in the diffuse texture, but I am yet to see a single example in well spring of something that…
My god seriously? :) He hand painted it? Madness... and nobody found out till much later. scary stuff. As for what Pior is talking about I think that could be interesting indeed for global changes. But I like doing mass color changes and very stylistic highlights with lighting alone so that indeed it survives geometry…