Demo progress: I'm morphing into an "artist"
I’m slowly becoming a non-programmer. I’m UV-mapping the meshes, welding the vertices, exporting and importing back and forth and computing normal/AO maps. I’ll probably even go and code some procedural material shaders in the next couple of days. That’s weird, nobody’s doing real programming at the moment; the code part is seriously lagging behind.
We should have had (is that proper English?) the wall fracture+physics by now and some of the interactive mode character controls (animation blending etc.). Alas, none of that right now.
In the picture there’s a fragment of wall decorations and it’s object space normal map (just to add more colors). The texture, gloss map and some real lighting isn’t there yet.
Tried
Ambient occlusion is really cool. Yeah, precalculated occlusion for animating objects is fake, but with some hacks it’s still very cool. Why I didn’t use it before? :)Here, a small shot comparing no-AO with AO (super small because it’s still work-in-progress, I’m not sure if my teammates would be very happy with me showing big screens :)).