Here's a jump pad model that I recently decided to revisit. The entire scene uses completely baked in lighting and shading, and only consists of 2 textures, one for the floor, and one for the spring pad its self. Both are using a 512x512 color map, and nothing else. The following were baked in:
-Global illumination
-Specular shading from a high poly model
-Color from a high poly model
-Reflections from a high poly model
-Shadows
Comments
Halkel da Thunderhog Says:
That's one hell of a jump pad. I like it.
Rubbercookie Says:
Nice one, nice one. Nice piece of work.
It looks like the jump pads from sonic.
I've seen stuff like this done in newer lo-poly games like Prime Hunters for the NDS.
However, areas with dynamic lighting are oftentimes more impressive to me than areas with static lighting and clever choice of textures.
Waaurufu Says:
Now THAT'S cool!
Prototype Says:
Very interesting.