Using this kind of feature will help ensure that your game stands out. A good majority of games released use a very simplistic rendition of what a shadow can be. The black or dark-colored vertex used to define a shadow results in a dull, blurry zone defined by the geometric edges of the object. As such shadows are dependent on the geometry of the object, large rooms will tend to have large, straight, dark blurry zones, making the perception of the details and scale of the room difficult for the viewer, while doing a rather poor job at defining the mood of the level. One other solution is the use of shadow maps.
Different solutions exist to produce light maps and shadow maps.
Some games are using licensed 3D engines that provide shadow maps in the rendering of their environments. The lights available are usually spotlights and point lights, with the rendering of the shadows still out of the artist's control. We are going to use this simple scene to demonstrate the power of ConvertSolidTx . Maya's Convert to File Texture Tool and Command Line. The tool can be found in the Multilister under Edit.