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| Software used -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |||||||||||||||||||||||||||||
| Maya, Quest3d, Shaderfx, 3dsmax, Photoshop, Turtle, Crazy bump, NVIDIA DDS & Normal Map PhotoShop Plugin | |||||||||||||||||||||||||||||
| Related links ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |||||||||||||||||||||||||||||
| http://www.gamedev.net/community/forums/topic.asp?topic_id=527920 http://boards.polycount.net/showthread.php?p=912180#post912180 |
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| Discription -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |||||||||||||||||||||||||||||
This work is 16 Bit HDR Radiosity Normal Mapping. I usually use the same method for all of my realtime project. Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap. Related links |
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Use Arrow key and mouse to navigate with Walkthrough Camera. 1: Walkthrough Camera |
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