looking quite impressive...
although I still dont understand why you're remodelling the scene to "get closer to the target texture quality"
(not that I really care to know, but its still baffling trying to figure out why you couldn't just use the old model, besides the fact that it looked a little low-poly)
Ambient Occlusion Demo
fmx: Sorry bout that, the previous scene doesn't do much in helping me get the quality I want. But these ones will...
I also noticed the default phong doesn't cut it. So yeah, I will have to write a shader that will replace the default phong.
I also noticed the default phong doesn't cut it. So yeah, I will have to write a shader that will replace the default phong.
Last edited by dlangdev on Mon Dec 08, 2008 8:46 am, edited 1 time in total.
looking good.
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Wow thats some gorgous modelling, looks like you won't need SSAO for that map alone since baking ao already yields quite a bit of realism. Too bad I can't try for myself because I'm stuck lightmapping maps with gile[s] because cinema4d don't have a lightmapper (and lazy to learn blender). http://pixelpretation.com/?p=212
I think this might be the SSAO you're looking for: http://www.gamedev.net/community/forums ... 1�
Gonna experiment with that code.
I think this might be the SSAO you're looking for: http://www.gamedev.net/community/forums ... 1�
Gonna experiment with that code.