Hi
I would like presenting some screenshots that im woking on.
(more screenshot to bee soon)
This project is planned to Next gereration game engine for blender.
The main purpose this project is to create and use the recently technics like
glsl shaders, shadowmap width the latest integrated multi uv set in blender 2.43 and disscusing about what kind of new features needing and to would be implementing the next version of blender.
features request:
-Tangent space normalmap baking
-more glsl shader features (i.e. multi passes and more samplers)
-enable all texture channels in TextFace mode with GE blender materials (on) and enable for glsl.
This project would like to use:
-glsl shaders via (in blender or (ogre) echo or crystalspace)
-bullet physics
screenshots:
ambient occlusion bake for character:
ambient occlusion bake for building:
simple shadowmap no AO:
3 color shading view for character (painted with multi resolution mesh):
nice stuff, i’ve been playing around with that stuff too, but that type of normal map doesnt work in the game engine, i forgot if its tangent or object space maps that work, but I know the one where you bake it in 2.43 doesnt work in the game engine. If you want to make normal maps for the game engine, bake an ambient occlusion map, then convert that to a normal map with GIMP or Photoshop
your ambient occlusion map isnt needed as i see you all ready have ambient occlusion in your color map. it might look a little weird with two AO passes
yes the only usable normalmap for GE is the Tangent normalmap for deformed and moving object this normalmap (world space) only good for non movable object i think.
I hope in the next release or in the next testing build have a Tangent normalmap baking options
here is the fast render on the low polygon:
without normalmap: