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.
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