this is possible but not as you think... you can bake lightmaps, or either texture with all diffuse, spec, gloss ao and then bake the light bouncing on your object in maya with transfer map or turtle plugin, its impossible in DDO! But you can do custom layers to get around that...
I have yet to try this technique, but I would recommend looking into this also! You basically increase the lightmap resolution by 2 to account for lost pixels. In theory, it should make is so you never have to pixel snap again. https://www.youtube.com/watch?v=iw7rRU8VmU8
No we used Marmalade SDK for our first games but changed to Unity for our latest game. Always nice with multi platform support but a great tool is way better. As an artist Unity is like home :P Thanks! Yeah lightmapping really gives the art some depth
Sorry to hijack the thread a little bit, but this is the first time I've seen anybody bring this up. Ive had terrible experience with compressed lightmaps...I get purples and greens all over the place...any advice on how to fix/limit that without using uncompressed textures?
Animations that can be done in Unreal like opening a chest should be done in Unreal. Better memory and cpu wise usually, and better/easier collision wise. Also gives greater control over the lighting (staticmeshes/interpactors can be lightmapped), and it gives greater flexibility workflow wise.
Beautiful, I always wondered why there isn't a whole set of hidden object diorama games. Only thing I'll mention is that the shading on the tombstones looks soft. Could be an effect of the lightmap resolution, but face-weighted normals would also help if you're not using them already.
Gamebase bought Emergent & Gamebryo - studios are still using it, the latest version is branded as Gamebryo Lightspeed - Rocksmith shipped on that. I'm currently working on a game using Gamebryo - it's still pretty popular in the MMO industry. Hero engine was supposed to be a challenger but I've been hearing it's pretty…
Quake 3 for level design and uber lightmapping - spent a lot of time modding the RtCW flavour of Q3. Doom 3/Quake 4 for everything else, although it can be an absolute bastard at times, but I love normal maps and dynamic lighting too much to go back.
Yay for nine! lesse, 9 years ago.. 1998? Playing starcraft, made a 3d model of samus out of primitives.. got introduced to lightwave and made this just before it turned to 1999. lol (nice to see I haven't gotten better in 9 years eh?) :P
Also modular workflow does not mean you have to confine UVs to 0-1 space. Tile like crazy, so UVs are all over the place. Then you make a 2nd UV set that's all in 0-1, only for lightmap/shadowmap/AO baking.