X

Ali Rahimi Shahmirzadi
ali-rahimi-shahmirzadi
CG



Location:
Tehran, Iran

Language(s):
English, Perisan

Member Since:
April 2002

Last Updated:
21 December 2009

Portfolio Views:
30934
Chosen as Favorite:
23
Groups:

Browse CGPortfolio

You can now browse the latest gallery morsels as they are uploaded in our new Browse CGPortfolio section.

start browsing now

Advanced Search
galleryaboutblogguestbookview
Temple 2
Maya
December 2009


   
This work is 16 Bit HDR Radiosity Normal Mapping. I usually use the same method for all of my realtime project. Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap.
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
Turtle render engine for maya support Radiosity Normal Mapping. With turtle for maya we can bake and see radiosity normal map directly in maya plus other stuff.
http://www.illuminatelabs.com/turtle/technical-specifications
I build the hlsl shader for Quest3d with ShaderFX. Also normal map should be world space instead of tangent space. Its possible to do the conversion inside maya. Also you can combine world space normal map with directional occ to have a self shadow for your texture. Temple 2 win a 4th place in Quest3d 2009 competition.
http://www.quest3d.com/index.php?id=217

http://www.ali-rahimi.net/pages/portfolio/temple-2.html

 
  Ali Rahimi Shahmirzadi's Personal Network  
 
 

The Society

The CGSociety is the most respected and accessible global organization for creative digital artists. The CGS supports artists at every level by offering a range of services to connect, inform, educate and promote digital artists worldwide

Contact | Privacy | Advertising | About CGS