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More tutorials

by David Chan · 06/30/2009 (12:58 pm) · 4 comments

We have posted 4 more tutorials discussing some of the more advanced features in pureLIGHT and how to make best use of them. This particular tutorial is divided up into 4 easy to swallow parts. It covers exporting different types of geometry, changing geometry types, changing lightmap resolution and light settings as well as different baking options for tests and final quality. Any feedback is appreciated and as usual if anyone has any questions don't be afraid to contact me.

About the author

Got my start at BioWare in 1999. First project was MDK2 and last project was Mass Effect. Since then I've worked on indie titles and other games like Prey and Splinter Cell. Got my start at pureLIGHT late last year as the Product Manager.


#1
07/02/2009 (7:24 am)
Very nice David..the tuts explain a lot, and am sure will be of
great help once we get our hands on PL :)

BTW, I have not seen it mentioned, but is PL normal / bump map aware?
#2
07/06/2009 (3:25 pm)
Right now pureLIGHT works with T3D normal mapping, but does not support directional light maps. We are looking into integrating directional lightmap support and that may make it into a pureLIGHT update.
#3
07/08/2009 (8:50 pm)
One word...

Incredible. Thank you for the tutorials. Very clear and informative. I hope to purchase Purelight in the future. Max has AES, what does a Maya user export as? Thanks.
#4
07/09/2009 (11:11 am)
Will be more going up this week. We'll have about 11 or 12 when we are done. Hopefully covering most issues. Stadi apparently there are ASE exporters for Maya.