- 139
alucard0712:
what i meant is they certainly dont have to reshoot the textures twice.
If a game has a dynamic day/night cycle like GTA or Burnout you mentioned, it uses mostly the same textures for both and shaders do the trick. Of course there might be exceptions like houses for example which may use a different texture for when their windows are lit etc.
When a game doesnt have it occure dynamically (like older GT's) sure, there are pre-lit textures. But even then, they are derived from the same textures (photos, if that was the source) - just adjusted by graphic artists so they'll look like at night.
That being said, if GT5 wont have dynamic changes - which i think is the case - it isnt that much of work to make night versions of the tracks. Its not done in 1 day sure but since the game already uses some shaders, realtime shadows and so on, i'd say it wont be as much work as making a night version in previous GT's.
Besides i imagine they had alot of time to do that while modeling 1000 cars, coding damage etc.
what i meant is they certainly dont have to reshoot the textures twice.
If a game has a dynamic day/night cycle like GTA or Burnout you mentioned, it uses mostly the same textures for both and shaders do the trick. Of course there might be exceptions like houses for example which may use a different texture for when their windows are lit etc.
When a game doesnt have it occure dynamically (like older GT's) sure, there are pre-lit textures. But even then, they are derived from the same textures (photos, if that was the source) - just adjusted by graphic artists so they'll look like at night.
That being said, if GT5 wont have dynamic changes - which i think is the case - it isnt that much of work to make night versions of the tracks. Its not done in 1 day sure but since the game already uses some shaders, realtime shadows and so on, i'd say it wont be as much work as making a night version in previous GT's.
Besides i imagine they had alot of time to do that while modeling 1000 cars, coding damage etc.