This was my thinking Hummel exactly.

From working with other game engines, especially CryEngine, I have a healthy respect for shader work and know that anything that can squeeze the performance and get better results is worth investing in.

As all the parts are built in 3DsMax, when a full art pass is done with these parts being carefully modeled, we will texture bake them to generate world normal maps, specular maps and so on, as well as some AO either as part of the diffuse or even as a shader.

I would love to get a nice shader that gives all these options with some good support for dynamic lights, this would greatly improve the visual aesthetic.

So I am working on the final set of doorways which gives me another 16 parts...


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