Wednesday, 5 October 2011

Second post: Texture process

In this second post I thought it could be interesting, for people not familiar with the game development process, to explain the texturing process I followed in the shuttle in a high level manner.

The first thing needed is the object geometry

The next step is to "bake" the lighting into it using what is commonly known as Ambient Occlusion

Using this AO as a base, the general colours can be blocked out and the details painted on top.

No comments:

Post a Comment