Original Post
Which of the three do you think looks better?
All three use the same simple directional light. The left-most uses typical vertex normals. The right-most uses a 256x256 normal map. The middle uses a toned down 64x64 spherical environment map to fake specular lighting. The middle version's 'glow' can be adjusted from gone to pure white. The one seen here is modulated by RGB 64,64,64. I just started messing around with the idea of using spherical environment mapping to light objects. Has anyone ever tried this? It seems to have a much nicer effect than simple vertex normals. The cost is very small, considering every object in the game can use the same 64x64 texture. It doesn't give as much flexibility as a normal map (notice the toes on the background character?), but it's pretty cheap. What do you think?
All three use the same simple directional light. The left-most uses typical vertex normals. The right-most uses a 256x256 normal map. The middle uses a toned down 64x64 spherical environment map to fake specular lighting. The middle version's 'glow' can be adjusted from gone to pure white. The one seen here is modulated by RGB 64,64,64. I just started messing around with the idea of using spherical environment mapping to light objects. Has anyone ever tried this? It seems to have a much nicer effect than simple vertex normals. The cost is very small, considering every object in the game can use the same 64x64 texture. It doesn't give as much flexibility as a normal map (notice the toes on the background character?), but it's pretty cheap. What do you think?








