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Surface Modelling


Fjonan

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hi, i just talked with rezniac about my model that i was about to texture. he said that i should rather add the details from the texture as real vertices in the model.

 

well, thats where i do not know how. although i think i do not need to make the wood like look on the table plate by model because its flat, i need to know how i should fake it without a texture? or for example how do i make rough wood surface? a rusty metal, old leather etc.

 

do i need surface modifiers or just much time and an eye till i get it right? i know for clothing surfaces just as banners, jackets, well everthing like that there is SimCloth. is there something like that for all the other surfaces to use for high poly models?

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It's not that you won't be using a texture. It's just the the normalmap adds detail to it. Imagine a wooden surface. It's not completely flat - there will be little grooves, maybe carved edges, nails sticking out. You don't need to go 'over the top' adding detail, but some detail to make it something other than just a flat top is good.

 

I understand your point about simple noise, and that can be added to the normalmap afterwards instead of modelling every little imperfection.

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