MikeDBoing's avatar
One of the major challenges in texturing models for the game is the lighting is partly  "baked in". Soft shadows in the textures make lighting outside the game difficult because it is static and the light maps used to "light the sets" are static also. As a baseline lighting effect, I use an ambient occlusion pass to better define the shape of the models and its self shadow. It's not perfect but it does add a higher sense of realism. The downside is if some lights are added to the scene in Blender, the baked Ao pass can be very distracting and come off wrong.

I noticed the reflection of the ground on the horse... I never noticed the shininess in game. Was it because it used a reflection map or something in the material?