Colditz wrote:If those things, including normal mapping and specular mapping are not supported, we can forget everything I've done so far, except some better meshes with new diffuse textures.
No, we can not forget everything you've done so far, because a series of motives:
- It is way too good to be ignored
I've tried to apply the normal mapping (I call it bump mapping, but wanyway) directly into the meshes to see how it looks, and it does look excellent already. Even only with simple textures, those would look terrific, and I bet my left eye on it.
Every single effort to produce quality content such as this is noble, even if the results aren't those expected in the beginning.
At least this is the way I see things!
Even if Colditz' models aren't used in-game, they surely are more than adequate to make exceptional renders, perhaps even videos for a possible campaign mod, for example!
Anyway, considering the poly counts and quality of the work even without fancy shaders and sub-materials, I believe that it'll suit the game.
Again, I'll make those textures for the cyborg factory.
Colditz, I think you really should license your work, or ask someone (like Zarel
) to help you with the procedure, and send Per, or someone from the staff, a mesh file, so that they can test if at least the geometry will look good in-game.
That is crucial because it may change the course of our work (if further poly reduction is necessary).
"Hard artist work" heightens my spirit and makes me feel proud to rely less on a computer's proccessment capabilities for my art to look good
The only things I really miss are the bump-mapping and event-triggered animation, I think that those would really be worth the Precious Resource (time
)