Lecture 5: Texture (99)
muuncakez

Im so excited, I can already see all of this applying to simulation!! A lot of the examples in this lecture make me think of Souls games and suddenly I can better understand the visual aspect of texturing, node travel, and now complex surface visual coordinates and object breakdown (this slide is reminiscent of the skeleton in hierarchical representation from lecture 4) of enemies and characters!! Speculative questions: When we start to move objects around would it be more efficient to have lighting and interactive textures be applied independently of the texture mapping of the object itself (its color, style, etc.) in each moment? or maybe create a pseudo light source that the object interacts with? is there a better method?

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