Tomb Raider Underworld
Courtesy of Crystal Dynamics.
“As we started preproduction on Tomb Raider Underworld, 3 years ago, we knew we wanted a naturalistic, organic feel to the game’s lighting. Globally illuminated lightmaps seemed to be the answer but we had some very specific needs for our “hybrid lighting” model. A solution was not forthcoming until we found Turtle. The variety of lightmap types available proved to be exactly what we were looking for and in addition to that, the renderer was fast, I mean really fast." says Patrick Sirk, Environment Art Director, Crystal Dynamics. “We rely on Turtle not only for production light map baking but for conceptual renders as well. Its speed, ease of use and quality make it a favorite production tool among my art team.”