Kevin Albers
10-08-2004, 05:19 PM
I've recently switched over to XSI from Max, and am trying to create a nice workflow for making game models, including baking down info from high-res models. In addition to normal maps, I would like to bake down color information and lighting information, ideally including niceties such as GI/ambient occlusion type stuff. Does anyone have advice for setting up lighting for doing GPU surface f/x baking?
I want mostly ambient light with ambient occlusion (faked or otherwise). In Max I used a lighting set-up consisting of a spherical array of shadow-mapping spot lights when baking down the lighting. I'm sure there are ways of getting higher quality results in XSI, but since I'm an XSI newbie I thought I'd see if other XSI folks have some nice tips to share, before I come up with my own clumsy system/s.
I want to end up with a tangent space normal map (easy enough to do already), several layers relating to diffuse color and lighting info that I can play with in photoshop, and a specular level map.
I want mostly ambient light with ambient occlusion (faked or otherwise). In Max I used a lighting set-up consisting of a spherical array of shadow-mapping spot lights when baking down the lighting. I'm sure there are ways of getting higher quality results in XSI, but since I'm an XSI newbie I thought I'd see if other XSI folks have some nice tips to share, before I come up with my own clumsy system/s.
I want to end up with a tangent space normal map (easy enough to do already), several layers relating to diffuse color and lighting info that I can play with in photoshop, and a specular level map.
