Righting Wrap (Part 2)

I first tinkered with SH wrap shading (as described in part 1) for Splinter Cell: Conviction, since we were using a couple of models [1][2] for some character-specific materials. Unfortunately, due to the way that indirect character lighting was performed, it would have required additional memory that we couldn’t really justify at that point in development. Consequently, this work was left on the cutting room floor and I only got as far as testing out Green’s model [1].


This is a companion discussion topic for the original entry at https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/