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[Tutorial]Cube Mapping In Fallout 3


Ghogiel

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Here is my results of making a cube map in Fallout. I deciphered all the ordering and rotations, and how they are set up in fallout. plus the little fallout quirk I hit at the end. I speculate how to avoid that so you guys don't have to make the same mistake.

anyway

should give you guys a little idea how to duplicate my results I hope. It is for the more advanced texturers. It's quite a complicated map to put together.

 

Let me kno if it's not very clear.

 

http://www.fallout3nexus.com/articles/article.php?id=199

 

I will probably make a set of 2 or 3 HQ ones and release them. I'll remake the one in the tutorial so it is right side up

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nice tut Ghogiel.

 

as a pro tip for the novices, cubemaps dont necessarily need to be a seamless image, sometimes at work we want an extremely exaggerated effect, we just input random high-contrast noise, or even gaussian-blurred black and white tiling squares into a cubemap.... it often becomes so distorted anyways, nobody really notices it isnt actually a reflection of anything nearby, but generates visual interest and can cause a model to go from bland to POP in seconds lol.

 

again awesome tuts Ghog, much respekt

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  • 2 weeks later...

Ishould probably add this to the tutorial...

 

I think the cube maps are rendered in object space, not world space. I think thats the correct terms.....

 

Basically what this means for us is, a weapon, for example. is actually lying on its side when exported, -90y i think. so what happens, or is what is happening to me at least, is that the map is also rendering -90y. I really don't think there is a way around this except to make special rotated environment maps. or just make more or less featureless maps as skree000 points out.

 

Even if the maps arn't a totally clean environment image, I still think at least the top should be light and the bottom darker. pretty much a catch all, indoors as well as out the lighting will usually be from above.

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