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Why did you use LightWave
for these lightmaps?
LightWave offers cutting edge
technology for rendering. Its radiosity engine
is very flexible and the fact that you can "bake"
it gives you all the rich look of a radiosity
scene in a texture. Surface Baker is an excellent
feature. Other packages have the same functionality
but Surface Baker offers more control over this
special kind of "back-rendering".
For instance you can choose
the UVMap to bake and decide to bake individual
channels or the whole lot using the Map you want.
And this is vital for a game-artist.
Choosing LightWave saved us
a lot of time because it already had all the functionality
we needed, just how we needed it. Its also
very easy to integrate LightWave in a workflow
together with other packages and our own tools.
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Arent LightMaps expensive
in terms of console memory, though?
Yes, they are and we
made things even worse for ourselves because we
were using 24-bit coloured lightmaps instead of
simple greyscale 8-bit ones... on a PS2!
The technical director
Francesco Iorio and I developed a technique that
not only reduces a lightmap's size in memory without
using any hardware compression system, but also
keeps all the color range of a LightWave radiosity
render.
We achieved our technique
thanks to LightWave's support of HDR data. It
would have been impossible to develop this technique
using normal 24-bit images.
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