Airborn is an Action Adventure based in a fantastic world on flying islands eons after the world has collapsed from overexploitation. You will start exploring this world through the eyes of Piño a boy who wants to become a messenger one day. UDK Demo hitting the Web in Spring 2010.
a shader test, with a lowres directional lightmap, normalmap dependent prebaked lighting. outlines turned off for testing...
what exactly does this do?
normal dependant lighting, an ordinary lightmap doesn't involve the normalmap into it's lighting, so instead of having one normalmap that only stores one colorinformation, we use 3 lightmaps that store informations for each normaldirection a pixel has, which results in a more detailled lightingsituation, look at mirrors edge for instance, they do the same :)
Dude....make a tutorial, beacuse you're like the god of Unreal 3 Material editor.
im seriously not, all i'm doing is copying other peoples research and give it a teist when needed
unreal does it the same way i think but i'm not a big fan of the internal light system
we just have more controll when the artist, in this cas emanuel, creates the lightmap directly in his tool of choice
Tobad, looks amazing dude :D You sure could teach us alot.
that looks like mirrors edge xD, it looks really nice, are the characters there animated? or just there to show the effects of the lighting?
just standing there to stand there, Piño already ahs some blocked out animations, grandpa alphonso has been motioncaptured but isn't implemented in unreal yet
So were the lightmaps baked onto the meshes in another program, such as 3ds max, or were you able to somehow change the way the unreal editor calculates its lightmaps? And if so, how because its looking good!
it's baked in maya, could be done in max too, but creating this in unreal is a pain in the *** as you have to create all your light bounces on your own