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Treasure Chests...


PinkDot

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Well, I'm still doing things the old way. Modelling the model I want and texturing it. It just seems like an extrodanary waste of time to me to make a low and highpoly model, then only make a texture out of the highpoly and discard it when the texture can just be made in photoshop.

Well, it's a (quite) modern engine after all, so why not using its capabilities? I know that it was much easier making models for Dromed, but why wouldn't you like at least try doing some normal maps from hipoly model? This is all about improving your skills, isn't it?

With normal maps you can fake not only small bumps but whole lot of geometry. It takes more time - that's true, but you don't always have to make entire hipoly model. When you have UV layout for low poly model, you can simply model small geometry on top of that flat texture and bake it. It's faster, easier and works better for geometric models (cause you don't get kind of vertex shading in normal map, which looks good for organic stuff but not for geometric).

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I wouldn't say modelling for Dromed was easier...

 

Custom Ai were a pain.

 

Plus in Dromed you had axles, alot of my newer objects were starting to get a bit complex due to that. figuring out which objects could have axles where, my telescope was something like 7 objects, with 3-5 joints per. Then scripting to get it to work...

 

I don't mind working on my skills, I'll try and make a normal using a high poly model. Of course I'm still working on getting in game. I know I've said that alot. I think I have the info, just have to piece it all together...

I just know I'm very unhappy with the photoshop filter.

Dark is the sway that mows like a harvest

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