Game Development Reference
In-Depth Information
Te xture Development: Ambient Occlusion and Pre-rendered Lighting
Ambient Occlusion shading on a grayscale model of the Alchemy Sims Warehouse
Colored textures applied to warehouse model: baked-in lighting with mid-range render setting
Under different render settings: Low (no advanced shading) to High (real-time shadows)
FIGURE 6.18 (See color insert) Screen grabs from OpenSim, Alchemy Sims Grid. The top panel shows the Alchemy
Sims Warehouse model with just the ambient occlusion lighting on while it was being built in Blender. In the middle
panel, the effect of ambient occlusion and the colored texture maps is displayed. In the bottom panel are three views of
the warehouse showing various render settings available inworld and how they can enrich the image.
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