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Summary

Every game company has its own way of dealing with lighting, whether it’s vertex lighting, a two-pass solution comprised of a diffused texture and a light map, or just a diffuse map with the light map burned into it. All these solutions have their good points, but the type of solution you will use depends on the type of game engine and platform you’re developing for. Today, 3ds max 4 does not have a mesh-to-texture utility, so the two- and one-pass solutions have to be handled in another package. Let’s hope this needed tool will be implemented in the near future.


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