QBOB Lightmap and texturing explained

Hi everyone!

In our last QBOB post there were some questions regarding how the texturing and lightmapping were done, and I had previously promised to do a small video on some of this stuff. So finally I managed to get my collective ten digits out my rear and do something about it.

I didn’t manage to cover everything in this video so I’ll have to do a follow up eventually. I’m pretty new to this recording of myself and whatnot so expect lots of “uhm’s” and “ehm’s'” and pray that the message will come through. If you have any special requests about anything QBOB related let me know in the comments and I’ll see about practicing my video recording skills with that.

Anyways, without further ado, here’s the video, enjoy!

7 thoughts on “QBOB Lightmap and texturing explained

  1. Great video! I was wondering about the tiling. You said there is going to be a level editor. How do you generate the lightmaps from the level editor then. Or is the level editor generating a collada file that you feed back to softimage (as a single big-ass scene) to do the final lightmap renderings ? And if so, do you intend to cut the final big lightmap image back into multiple smaller maps and load them on the fly ?

    And about the video: please continue making more of them !!!

  2. Glad you liked it 🙂
    We export from the level editor in predefined cell sizes, for example 14×11 brushes for a single cell which is merged when exported, then do the baking for each of those and export again. Most of the baking will be done with some scripting so even if it seems like a tedious approach, its not too bad. To give you an idea of how quick this actually is.
    The demo level was created in 3 hours, with everything in it, including a few more brushes that had to be made, more textures and the lighting. The baking of all of it only took around 10 minutes (not including the tweaking we did to find the right blend method)

  3. Thank you very much for the informative video. I am excitedly following the development of QBOB and looking forward to more videos showing the workflow.

    Just out of curiousity, how did you plan on lighting objects e.g. the “boy” model when it moves around the scene?

    Thanks again!

  4. We’ve just had a short talk about using vertex lighting and lightprobes for that, but its probably too heavy to run on many android handhelds so mainly the lighting will just have to be done smart without too big contrast changes.
    Even with high contrast it still looks good though due to the cartoony look of the character (keeping textures mostly white on the boy also helps)
    There is no dynamic lighting currently, and probably wont be, but if we do end up doing something it will be vertex lighting.

  5. Thanks for the video. Very interesting to watch and get an insight into the process you guys are following

  6. XSI – forever! 🙂 thanks for nice tutorial…
    Process of game creation is very usefull for other developers (us)

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