If your lead thought it needed tweaking to match the ambiance of the scene, you tweak your textures. You would author your asset and bring it in game and see how it looked. At the time, this was pretty straight forward to work with. If the map was white, you have a rather powerful highlight. Where the map was black, there was no highlight. This texture was usually grayscale (although some engines supported color) that would provide fake specular highlights to materials. Prior to that point, most games made use of a “specular map”. It wasn’t really until 2013 that games starting being released that had various versions of a physically based pipeline ( Remember Me was my big introduction). These three Specular Properties have been editable and used by pre-rendered artists (Vray, Arnold, etc) for years, at least since 2001 with the release of Pixar’s Monster’s Inc.
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