You need to increase the padding value when you render to texture so that when the image is scaled up/down the black background doesnt seep in.
Nah this is a much better less annoying version.
Also, theoretically, if you uv mapped 2 channels instead of 1 for your bsp and gave the extra one normal maps and full materials, like your terrain and what not, you could render displacement baked into the lightmaps, but I'm not sure on that. Could be a way to get all the bumps in the level to look lit rather than having to flashlight them or put a dynamic light near them. You may even be able to do it without a seperate uv channel, I'm not sure.
IF so, you could zbrush or mudbox just your terrain, project render it as normals to your bsp terrain models uvws and apply it to your scene where the ground map material is located. Basically fake some sexy rocky shit happening on the cliffs and what not.
Last edited by DaneO'Roo; January 14th, 2009 at 06:17 AM.
The only method I know of is using the Advanced Lighting Override material with scanline and radiosity. Replace the emissive material with this, whack up the luminance scale (I usually put it around 150 for starters) and set the self illumination to a colour.
http://www.kxcad.net/autodesk/3ds_ma..._material.html
i like your thoughts, dano. i bet the bumps could be achieved by messing with the materials in max. i mean, instead of a fully white material, you do something else like add a bump map, reflection properties, illum maps, etc. i guess if we experiment with it, we'll find out
but, DEE did say that self illum had something to do with max materials i think. but we have to wait for his tut...
~Scoob
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