Minecraft is a very popular game, but most of the creations are showcased using pictures or videos. I thought using exported baked models is a better and more interactive way for showcasing. Had to come up with my own workflow since there aren't many people doing this.
Map cleanup with MCEdit & Worldedit, exported with Mineways, unwrapped in ZBrush, baked lighting & shadows in 3ds Max, texture composite in Photoshop.
! Most of them have very high polycount with very high res textures, may take some time to load !
You can download the models or minecraft map saves on the sketchfab pages.
Testing multiple UV sets with baked lighting and snow effect
Testing multiple uv sets
Testing high poly count scene with baked lighting
Testing high poly count scene with baked lighting
Testing SSS effect on foliages.
Testing out multiple uv channels to optimize texture res usage, and animated effects.
Testing out adding beacon light beams and snow particles, and fake fog effects using gradient map and a procedural fractal noise map.
Testing out procedural snow effect using world-space normal.
Testing out adding reflections and procedural wave normal maps to water, and generating light maps from glowmaps.
One of my first cathedral builds. The style is a mixture of different cathedrals. Testing out adding fake god-ray effects with additional model/textures, baking fake fog effects into diffuse texture using a gradient map, and adding specular reflections.
My first large-scale project and castle build. Also my first exported minecraft model with baked lighting/shadows. Started testing and refining the workflow.