30 Dec 2008

Light maps test

This was an R&D test I did in 2002 for a memory budget for light maps on a basic room environment. I never got around to adding the diffuse mapping but it was already looking too high at the time, even with the high texture compressions. (This was Xbox, PS2 period).

This would also have caused problems if real-time lighting was used, unless the prebaked shadows where ambient only and the strength could be controlled in real-time.

However some games are now using a similar methods on current generation consoles.






It was also just before 3dsmax supported "render to texture" which would have made this a lot faster and easier to do.

No comments:

Post a Comment