Normal + AO map baked in Blender
Cavity Map generated in xNormal
Texturing done in Photoshop
~200-300 tris each
~20-30 tris collision model
Diffuse Map, Specular Map (Diffuse Alpha Channel), Normal Map
1 UV Channel (lightmap ready)
UDK Screenshots (prebaked Lighting, 128px² lightmap)
Cool.
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