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Lightmapper 2.0 test
#220584
08/07/08 15:08
08/07/08 15:08
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Joined: Aug 2007
Posts: 78
botu
OP
Junior Member
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OP
Junior Member
Joined: Aug 2007
Posts: 78
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Hi, this is not realy a project, but more a test of 1) new import level from fbx (mini level created in maya 2008) 2) new lightmapper + radiosity here is the little test: http://game.irilys.eu/olivier/start.cd.rar
Last edited by botu; 08/07/08 16:00.
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Re: Lightmapper 2.0 test
[Re: cro_games]
#220592
08/07/08 15:46
08/07/08 15:46
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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The level design is great, nice coloring  The radiosity effect of the lightmapper is indeed a super add towards the scene plausiblity, you made good use of it  Cheers Frazzle
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Re: Lightmapper 2.0 test
[Re: cro_games]
#220629
08/07/08 21:55
08/07/08 21:55
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Thanks for sharing it, because I didn't have the time to try such myself, yet.
How many lights did you set? I guess that you textured it in WED, because of the standard textures, or did you do that in maya, already?
From this example I can see how it works and what sort of modeling should be avoided.
You added block by block, but you most probably should build the walls from single sided walls, where each surface of the inside should stay inside, and each surface of the outside should stay outside to avoid 'intersections' of the lighting of inside and outside.
Last edited by Pappenheimer; 08/07/08 21:59.
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Re: Lightmapper 2.0 test
[Re: Machinery_Frank]
#220670
08/08/08 07:27
08/08/08 07:27
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Joined: Aug 2007
Posts: 78
botu
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OP
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Joined: Aug 2007
Posts: 78
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Thanks for comments! Pappenheimer: there is 3 statics lights, a little bit of ambiant light and the sun light too. Yes it's standard textures but I've made some tests with personnals textures placed in maya (uv,...) and fbx import work well in this case too. For this level the methode is easy: all the level is made in maya, I group all and export to fbx. After I import all as mesh. Machinery_Frank : Actually I don't have enough knowledge of 3dgs to do that, but I upload the .wmp file if you want to make some tests. the file : http://game.irilys.eu/olivier/start.wmp
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