Good game graphics?

I want to have a graphic like Final Fantasy XIII. What should I do with the normals? how do I add some Ambient Occulusion in the game?

The normal graphics are good (I thing) same of Final Fantasy XIII , if you have experiencie in BGE

You need to enable GLSL and learn how to use normal maps, specular maps, and obviously how to unwrap and model realistically. In addition, you need to be able to use lights effectively and some 2d filters such as bloom.

Good graphics…hmm

GLSL<>good graphics
Ambient Occulusion<>good graphics

Years spend of 3d moddeling, texture making, scene lighting…ect=good graphics.

The engine and its capabilaties is just the tool.

Any tutorials for these?

Normalmapping is very easy. You just need a texture and a normal map of that texture. I use gimp and the gimp normal map plugin for editing textures etc.

Then just follow some tutorial like: this

Note: make sure to be in GLSL game mode!

You can BAKE textures onto objects, and i have found that baking AO on static objects (that never move ever) will enhance GREATLY the aesthetics of your game.

agoose77 I agree, baking is very effective, I personally prefer to bake texture than to use filters, but that’s just me… (make your baked map be added with muliply or subtract and neg, then up the emmision, looks awesome.)

You’d have a hard time in Blender, because FFXIII is Hi-Res textures and very clever handling of them. That’s before you even touch on gameplay. Import the Marcus Fenix mesh (GoW) into Blender, no textures, and see how well the Game Engine handles the single, untextured mesh with no physics. (GoW Graphics aren’t as technically good (more original though) as FFXIII)

If you manage to pull it off (without Martinsh help), I will applaud you… :stuck_out_tongue:

Why not just be “inspired by” instead of “I want the graphics of”…? <-- The basic point of this post

Yes, it’s possible to make really good graphics with the BGE, but I’m not sure about FFXII level graphics - that would depend on you as the modeler and texture designer, not to mention coding the game logic. P.S. FFXII is on consoles - they will generally be better when it comes to things like texture handling and CPU-usage than PCs as they aren’t all designed to be game machines (though some are). You’ll have to deal with things like mipmapping and texture resolution.


<------ Here is the result. I dont know if I did it right I dont know how to setup the AO. Any tips at all?

Try this, I think that this is the best way to use the texture, first, take the difuse texture and open it on the gimp, after that open the ambient occlusion texture and put it right over the difuse texture, then for the ambient occlusion texture make its mode to multiply and change the oppacity settings till you have the result that you want, after that save and use it as a difuse texture and remove the ambient occlusion texture( you ll not need it now).
For the normal map, create a normal map and remember to turn the normal map option on the map image panel, that s the way to make the bge to know that you are using a normal map for bge.
The spec you ll need to map to the csp not to the spec, when i try to use the spec it just dont work very well.

What leonnn said is very sound advice, I also map the AO onto the specular map. which means you don’t have high specular on the areas where it should be dark.

Hey guys, how do I fix this? when I bake a tangent normal map in blender, it just show a plane blue UV with no details or I can just use gimp normal plug in to make one?

Are you baking the normals from a high-poly version of the same mesh, with intricate detail? Or are you just hitting bake normals on one mesh with nothing to bake normals from?