Quote:
Originally Posted by Anvart
Good work, Flakmonkey.
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but "softer" illumination is necessary for an ex-terrier, i think...
Soft global illumination with local correction by local light sources, may be...

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Thanks for the feedback, i think that hole in the tower was a stock issue since i havent altered any geometry but i will look into it.
Some of the problems you pointed out are related to resolution and mapping issues, the maps for the towers and hull are 2048 maps, i could loose those issues if i made them larger but the texture filesizes go up rapidly if i do that. I might try seperating those parts and mapping them seperatly.
I think it comes down to personal taste how soft the illumination is, also i wanted to make it as non-directional as possible so it would look approximatly correct in all lighting situations which is why i chose to use occlusion, if i had used global illumination i would have needed a definate lightsource (ie the sun and sky) which would have added in my opinion too much directionality to the shadows, not to mention increasing my render times