Thursday, December 10, 2009

AO with normal map



So I ran into problem with the normal maps not showing on the Ambient Occlusion pass, and I didn't want to use the bump or displace maps, because they are ugly. So what I did was this:

Fed the normal map into crazy bump
Crazy bump can make an Occlusion map, adjust some settings and save it.
Now there are two ways you can go from here, you can multiply the Occlusion map on top of the texture file of the selected object, or you can set it on to the mental ray ambient occlusion shader, under the color slot.

When you render the normal map, the ambient occlusion should work with the model.

You can see the difference in the chest armor (minus the color difference).

Wednesday, December 9, 2009

Screenshot


Stock photo from here.

Flowers represent health.

Special in the right hand corner means that her special is ready.


Most modern games have little to no interface, as it is simpler for gamers, and more fun, as they are not bothered with so much information. I was going for the simplistic approach, only showing what is necessary for game play. The rest of the interface can be accessed when the game is paused, such as inventory, controls, and maps.

Objectives would be displayed both on the map and also on the compass on the top right.

Tuesday, December 8, 2009

Saturday, December 5, 2009

Render WIP




Needs a lot of work.