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#off-topic

mr.rubinshtein
then after you are done you build the game project in engine so it compresses your game into exe file
mr.rubinshtein
from there you can launch game
pegperegogaucho
in the renderware docs they tell you to use the maya prelight tool to bake lighting into vertex colors :hmmm:
mr.rubinshtein
in modern engines you have that function
herrepsilon
I always thought you would bake lights and normal maps and stuff in the modeling suite, and then import that into the engine
mr.rubinshtein
but back then not sure
adrientd
well modern engines have built-in tools to perform baking, but it's not done ingame of course
mr.rubinshtein
in modern pipeline you make model then during texturing you bake it so texturing software analyzes you model and puts ambient occlusion where your model needs and bakes everything into png of jpg from there you take the maps in the engine with model place it in scene then bake it so your model and maps have the natural way of looking
mr.rubinshtein
cause in texturing software you bake to get the necessary details and model curves
pegperegogaucho
png of jpg :VitrioThinks:
mr.rubinshtein
in engine you bake it so it looks in its place
mr.rubinshtein
ye Spork i use png always
mr.rubinshtein
cause png gives the highest possible quality for texture
pegperegogaucho
:weirdchamp2: jpg
mr.rubinshtein
jpg downgrades details
pegperegogaucho
png is non-lossy compressed yeah
mr.rubinshtein
but there is no game art without photoshop
mr.rubinshtein
there is an amazin magical function in photoshop where you can reduce file size but keep quality
pegperegogaucho
Real chads use .EXR or .TIF :CoolChamp:
herrepsilon
@pegperegogaucho right on 💯