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Per pixel lighting

I was going to put this in "what's in your ctrl+c" but then I thought: Why not put it in a worklog post instead?



I think there's some problem with the normals. As the corners of the planking are strangely dark. I need to find out how to get blender to export the face normals instead of shared vertex normals.


UPDATE!!!!!!!!!!!!!!!!!!!!


You gotta love per pixel hemisphere lighting!

>>>>>>> Another update <<<<<<<<

Texturing is working now. Not that there's much of it...
(Posted on August, 14th 2007, 13:21)

Comments


Fiona said:
Not enough cute pinky purple things. I'm disappointed in you DTM.
(Posted on August, 14th 2007, 16:39)


DTM said:
You have so little faith :( This is very early stages yet!
(Posted on August, 14th 2007, 18:58)


Fiona said:
could have at least made the lighting a nice fluffy colour :(
(Posted on August, 14th 2007, 19:37)


yonni said:
this worklog enty makes so much more sense when the screenshots actually show up
(Posted on August, 15th 2007, 16:52)


Dennis said:
Looks very nice

needs anti-aliasing... more textures.
(Posted on August, 16th 2007, 09:09)


DTM said:
I'm going to make the entire game without much textures... then maybe I will try and convince an artist to help.
(Posted on August, 16th 2007, 13:42)


Dennis said:
You can download zounds of textures? Use HL textures? Then just put "gfx artist: some bloke at Valve"
(Posted on August, 17th 2007, 16:32)


DTM said:
That's probably illegal though.

Anyway, other than for a tileable texture they really need to be custom made. Think about the platform in the screen shot. You can't just slap a grass texture on top and earth on the sides, you want a nice artistic transition. Also UV mapping is tricky. And nowadays you might want normal and specular maps too.

And yeah, I may attempt the texturing myself, but certainly not until I've finished the engine and a lot of the level design.

Assuming I don't abandon the project of course!
(Posted on August, 18th 2007, 16:21)


Dennis said:
transition? Well, do you have a digital camera? :P
1) photograph some grass.
2) cut a square tile from the pic
3) put 9 tiles next to eachother
4) remove the edges (smudge?)
5) take the middlest tile back out - it is now horizontally and vertically cyclical if that is what transition (@dutchppl: overgang?) means?
(Posted on August, 20th 2007, 09:26)


DTM said:
that sounds like how you make tileable textures...
(Posted on August, 20th 2007, 20:39)


Dennis said:
one tile has grass, the next has the transition from grass to earth, the next has earth.
(Posted on August, 29th 2007, 15:15)

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