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Springheel

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THey look great, but I think we could probably get away with the part that sits flat against the door just being a square poly and cut out using an alpha map. A normal map can be made from the high res model to make it stabd out furtuur.

You'll ned them a lot higher res and rounded than that though to generate a decent normal map.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

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THe little 128x256 texture need for them would hardly be an issue. THere not much of a saving by not having a normal map, since it puts a default flat blue one in it's place instead.

There is only a saving by not using spec or height maps.

Poly count is not a minor issue either. Why do you think the doom models are all as low poly as possible. Most of the characters are very low res at about 2-2.5k polys.

THe advantage of alpha maps is you can get perfectly rounded sies, rather than the agularity assosiated with low poly models.

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

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Not true: D3 is low poly because id wanted it to look and perform the same on as many PCs as possible. We are aiming for a year or more until release, so most people can handle more by then.

 

And you can't get any more rounded than smoothing groups using a normal; try rendering normalmaps from a perfect sphere to a low poly one; the normal will come out pure blue because you can't make it any more rounded...

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You can't smooth edges. If you tried to model a large round coin it would end up looking like a 50 pence piece unless you put a ridiculous number of polys into it. With an alpha map you can make a perfect circle from one polygon.

WIth those locks above, you'd be able to make the them rounded rather than angular.

 

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Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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