Hello folks! Tonight I bring you some awesome new screenshots of two brand-spankin’ new Survival maps, plus, a screenshot and a an explanation of how I make my lightmaps (for those who use dim3).
First the Survival maps. The monsters here are still pretty WIP as far as textures and animations are concerned, but many of the effects and projectiles are final.
Survival Map #1:


Survival Map #2:

Marathon: Infested Lightmapping process:

First of all, if you’re doing this in Blender, the settings for AO is on the right. These settings bring excellent results on most maps. Yes, shadow baking is important of course, but AO is what really brings out the edges and detail in your map. This is what I do to make a lightmap-
- Import final UV mapped version of the map into another Blender file, usually MAPNAME_lightmap.
- Duplicate that UV mapped mesh (UV mapped for tiling textures btw, not the lightmap).
- Take the duplicate, go to Edit Mode, select the whole thing, and do “Mark Seam” on it. EVERY seam should be cut, otherwise you get nasty UV problems, and loads of work ahead of you.
- Right-Click, Unwrap, “Smart Projection”. Default settings are fine, except change the distance between islands to .150, or .100.
- Go to Ambient Occlusion settings, and change them to what the screenshot above shows. However, you should use 6 Samples instead of 32 samples for testing the AO, only use 32 for the final bake. It takes a while.
- After baking, save a 2048×2048 (or higher) res PNG file of your lightmap.
- After this, I just use dim3 lights, no real ray-traced type shadows, except what the AO does. However, if you want shadows, simply duplicate your model, add lights, and do Bake>>Shadows. Add this to your AO layer is PS or similar program.
Now, to give you an idea of what’s really left to do, here are my outstanding to-dos/bugs.
- AI is working great, but still needs plenty of tweaking, and better node setup.
- Slightly modified arm model, and rig is needed for all weapons.
- Finish Survival maps (I’m going about 1 per 1.5 days now!).
- Finish up animations for all weapons and monsters.
- Multiplayer stuff like game-modes and such.
- Various weapon and monster bugs need to be fixed.
- Complete re-do of all main/loading/prefs/mp screens. Not in-game.
- HUD work to be done.
Good night, and thanks for reading.
-Alexander

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