~/talk

Make your art look good

Talkat Unite 2008 · 2008-10-22..10-24· [game-development, design-collaboration]
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slides:none on file

Three concrete pipelines: bake lightmaps for static geometry (preferred even over detailed textures), and for characters use a single one-pass three-light shader (key, fill, rim) implemented via DOT(normal,direction) in a vertex shader to control form without many dynamic lights; always bake ambient occlusion into characters even if slightly inaccurate. A simple shader+script marks textures red/blue by MIP level to find over/undersized maps (texture MIP debug). A view-area occlusion system (cell size, static occluders, preview/build modes) cuts draw calls from 39 to ~8–10 and works on non‑Intel authoring GPUs.

AI-written summary · about

  1. 0:00Improving game art
  2. 1:02Lighting matters in visuals
  3. 2:50Lighting characters
  4. 5:49Three-light character shading demo
  5. 7:58Outdoor lighting setups
  6. 9:03Indoor lighting visibility
  7. 10:49Ambient occlusion for characters
  8. 11:11Texture size vs performance
  9. 13:25Real-time texture checker
  10. 15:41Color correction basics
  11. 17:32Color correction in Unity demo
  12. 20:04Questions and answers session
  13. 28:06Occlusion culling in Unity iPhone
  14. 36:17Summary
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