Another old stuff from last year~^^ After i finished the HLSL cartoon effect, i found out i was not really familiar with using lights. So i desided to spend sometime to get to know more about the basic lighting effect, especially the difference bewteen Diffuse, Ambient, and Specular. In old games, people only calculated per vertex light and it was not graphically impressived, but in now days, per pixel lighting is almost a must and can greatly improve the lighting result. I wont lose a chance to try the shaders so i went for per pixel lighting. Talking about per-pixel lighting, normal map was the basic thing i had to know. And i think normal map wasnt as hard as i thought once i got to know the tangent calculation. Yea, if you know the meaning of tangent and know how to use it, then you pretty much know the whole thing~ ^_*
Pictures below were the result i made using a normal map plus a specular map to improve the specular effect. It seemed not bad XD This technique is used in many games i think and yea, it is graphically impressive =P~
P.S. Oh btw, this creature is made by my brother
Louis too, hehe, so gonna advertise for him one more time~ thx Louis!

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