_unDuLe_
04-18-2010, 05:53 PM
I am putting together a small vignette for establishing style and mood for a possible expanded project, it'll be hand-drawn in style and vaguely isometric.
I'm just using static camera angles, as I'm not presently concerned with anything other than the visuals. I wanted to crank through this stuff, but it's so much fun messing around with Lightmass -- it's a whole different ball game than previous lighting engines I've worked with . . . At any rate, a very early shot, with blocking mesh atlas unwrapped.
http://2.bp.blogspot.com/_M_P986_12mw/S8t9zgSeN0I/AAAAAAAAAF4/cVzp9z1FuQA/s1600/ScaleCam.jpg
Right off the bat, the AO needs to cranked down; this angle gives the default settings a muddy appearance. The lightmap seams will go away when I do a proper unwrap, but I must confess, I'm not sure what to do with the foreground -- most isometric games seem to solve this issue by terminating the geometry in some natural way, i.e. a cliff, gulley, etc. Not sure what I'm goind to do there . . . More to come soon, hopefully.
I'm just using static camera angles, as I'm not presently concerned with anything other than the visuals. I wanted to crank through this stuff, but it's so much fun messing around with Lightmass -- it's a whole different ball game than previous lighting engines I've worked with . . . At any rate, a very early shot, with blocking mesh atlas unwrapped.
http://2.bp.blogspot.com/_M_P986_12mw/S8t9zgSeN0I/AAAAAAAAAF4/cVzp9z1FuQA/s1600/ScaleCam.jpg
Right off the bat, the AO needs to cranked down; this angle gives the default settings a muddy appearance. The lightmap seams will go away when I do a proper unwrap, but I must confess, I'm not sure what to do with the foreground -- most isometric games seem to solve this issue by terminating the geometry in some natural way, i.e. a cliff, gulley, etc. Not sure what I'm goind to do there . . . More to come soon, hopefully.