The trick with the texture is diffuse light baking, done in for example 3ds max? Or is there some raytracing function in the engine (baking done within the engine, like UDK)?
Every time you post, @Autocon, I learn and get even more inspired! :D Have you had much experience with lightmap-based engines? If so, how does modelling for a vertex-based lighting game (such as Uncharted) compare?
@SirCalaot - The only issue with modeling for mainly vertex based lighting engines are you occasionally have "burried verts" where verts are hidden inside of a mesh and you dont have any other verts near by to catch lighting so they light black. So you have to add in extra cuts in there. We do have lightmaps and use them…
i never thought i'd get to crit a pro, but here it comes. The palms could've been better. The Fronds dont come down smoothly, and seem to defy gravity on the more bent palms. Also at a distance all the little leaves (dunno what theyre called) that the frond is made of kind of just melt in to a solid plane. Not sure if this…