*** WIP ARTICLE ***
From pre-rendered CG to realtime 3D
I’ve always wanted to rework on an old scene of mine, that I started AGES ago in Lightwave. I add the opportunity to rework this scene a first time, and make some renders of it with Mental Ray (see here).
Now I decided to recreate this scene, by targeting it for a next gen realtime engine.
Modeling
I had almost everything re-modeled in Modo, as the former mesh was way too crappy. Thanks to the Amazing Modo’s UV unwrapper, I found later that I was able to texture all this stuff in no time !
Texture painting
The whole scene was painted in Modo. Sometimes I just had to reopen the texture in Photoshop, tweak the colors, then load it back into Modo … Photosourcing is really an amazing technique. Here, in realtime, I usually try to avoid maps larger than 2k.
Funnily enough, while painting, I’m sort of “faked” the result of an Ambiant Occlusion baking. I guess this is simply because I reproduced what dirt makes when it accumulates in the less accessibles corners of a volume
Realtime integration
bla bla bla bla
Using post process to fake a “Lomo” photography look.
What’s Lomo ?
How I achieved this.
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