|
Here’s the latest render. At this point, I optimized some of the geometry, did a complete UV map and pack, and baked the ambient occlusion and procedural wood. I decided to use the procedural wood rather than paint a wood map because the procedural texture created the soft, clean look I was going for. I can always paint on the baked map if I need to make any specific modifications. This shot was rendered with only the default 3ds Max lights and no shadows. Everything is baked in! Ambient Occlusion + Render To Texture = Awesome.
|
This entry was posted
on Tuesday, June 26th, 2007 at 11:37 am and is filed under Level Design, Half-Life 2, Game Design, Game Art, Art, 3D Art.
You can follow any responses to this entry through the RSS 2.0 feed.
You can leave a response, or trackback from your own site.