@Wolf
Quote: "
However, this will likely disappear completely within 1 or 2 years. Having everything lit real time is also not yet as wide spread as it should be.
Baking shadows onto things is still alive and well. "
There is diverse techniques, like Unity Enlighten to bake lightmaps but behaving in real time like dynamic lights. Or CryEngine that is real time and produces great results using SVOGI, or Unreal 4 Lightmass and distance shadow fields for example.
If you want maximum speed and you don't need a fully dynamic time of day and lighting, then lightmapping is a great way to go when it looks good enought.
It doesn't look like GG lightmapper bakes indirect global illumination lighting or sky ligthing ?
I find it somewhat too basic perhaps.
GG should hire this guy lol
@synchromesh
Quote: "Check out a UV from a character ... Or a Banner from Call Of Duty perhaps .. Its no different "
You can bake AO or paint shadows for distant objects, or for some mobile games or for games able to run on 10 years old hardware, but i never heard of it beeing used on modern games.
Today anything is shaders, for skin sub surface scattering is used in all games, for hair there is some specific shaders, the other parts can use physically based shading , or a detail texture or micro surface shaders for clothes or car paint for example.
Characters are fully dynamic lighted from years, with real time shadows, you don't paint shadowsuntil you make world of warcraft graphics (that looks good also).