Some people asked me about what technique did I use in my fly thru/walk thru of my projects in the Blender Game Engine, so that’s why this video. This is how I do my light setup in blender, settings in mist to simulate “haze” effect and 2DFilters and shaders. In this video I’m making a small and primitive level and I didn’t take care about UV’s optimization and other things because I’m focusing on demonstrating the way I use to.
- Why I didn’t use “Light map UV pack” ?? – That is because it take into account non square polygons as square polygons, hence a lot of image distortion is generated. I don’t like that 🙂
- Why did I left empty spaces in UV maps? – This is just a practical example, I didn’t focus in optimization, but you should use wisely all you maps 😉
- What about 2D Filters and shaders, where can I get it? – Look for it in blenderartist.org, I usually use SSAO, retinex and bloom in my scenes, there is a version for 2.49b and the new stable releases.
- Mist in world buttons seems to don’t have exposure controls (as 2.49b does) so expect different results in both versions, I will ask Ton for that :/
- Why two lights on scene? – I use one of them as the light sun, the second one as bounce light and a third light would be nice, just try for yourself 🙂
Hope you find this usable, if still having some questions feel free to comment here 🙂
Get the blend file here.