XBOX 360 Game "Perfect Dark Zero" - My role in the making of the game "Perfect Dark Zero" was to create one large shadow map for each game level. There can be no shared UV space; all faces must occupy a unique position of the map. The artistry here is the balance of UV space for surfaces that need it.
The red channel of the shadow map will be used to calculate shadow from the directional light in the scene. The green channel dictates the ambient occlusion in the scene. The blue channel is reserved for point light shadow contribution to the level. Below is an example of a shadow map and a game level with the shadow map applied to the level geometry.
I created the shadow maps for The Subway, Desert, Warehouse, Rivers and Jungle levels.
This is an example of the Desert level.
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