Here's a sample prop I made utilizing ocular occlusion mapping:

(Click for a higher-res image)
Note that the grooves inbetween the geometric shapes has shading, this is not realtime but 'baked' into the original texture, this saves processing resources or replaces realtime shading technology. If this did not use this process it would just be a solid blue colour with no shading and look less realistic. Please note that this is just a very simple prop, specular occlusions values will be more apparent in more detailed props like a couch or car for example (generally items with complex geometry).
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New Props:
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New Props:
Couch Pillow (Complete and being rendered in 3d)

Couch Pillow (Complete and being rendered in 3d, w/ wireframe)

Couch Pillow (Real-life reference shot taken from above)

Couch Pillow (Complete and being rendered in 3d, w/ wireframe)

Couch Pillow (Real-life reference shot taken from above)

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Picture Frames

Hi Zack - good detailed description - I like the way you use the correct technical language and then explain things in a way more people can understand. The inclusion of screenshots is good.
ReplyDeleteI would like to import some RGB maps of your objects into Second Life - so that I can create a 3D gallery. I'll talk to you about this next time I see you.
I'm looking forward to watching your house take shape...