That would be annoying to do. There are so many possible combinations.
There has to be some order.
No, Mirror's Edge used an in-engine variety that's integrated with Unreal Engine (From Illuminate Labs... Purelight on the other hand is a small ~3-4 person company from Calgary). It still only operates on the lightmaps... but it does all the backend stuff for you.
This guy is a stand-alone program that sits between Maya/Max and Unreal Engine. You export to Purelight... set up your scene... use Purelight to automatically generate the most appropriate Lightmap UVs for you... then light the scene using those lightmaps... then export the objects to ASE and import to the UnrealEngine.
Once in the UnrealEngine, the objects have all the new UV layouts and such... you then mix in the lightmaps that Purelight spits out into the shaders for the objects you create.
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