But, I must ask, you know, it's an old habit, etc., how many polys?
I believe that the small reinforcement bars could be rendered into normal mapping
Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture.
MaNGusT wrote:
Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture.
Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)
Olrox wrote:Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)
I understand you. I'll try.
Last edited by MaNGusT on 24 May 2010, 16:54, edited 1 time in total.
There are two methods to make normal map texture. Each of them gives the same result.
1) I add all polys of model to 1 smooth group, choose necessary options, bake texture. texture shows correctly only if game engine will also add all polys of model to 1 smooth group.
2) I bake texture without smooth group. texture shows correctly in game only if model doesn't have smooth groups.
for me, the 1 variant seems better but with usual zoom it will be unnoticeable.
What variant should I choose?
May I suggest using an object space normal map instead. It will ignore any smoothing and overwrite the surface normal according to the object orientation. This is ideal for warzone since all objects are non-deforming.
If tangent space is the only available mapping, just do what you prefer, I can convert it in blender later.
Jorzi wrote:May I suggest using an object space normal map instead. It will ignore any smoothing and overwrite the surface normal according to the object orientation. This is ideal for warzone since all objects are non-deforming.
If tangent space is the only available mapping, just do what you prefer, I can convert it in blender later.
I have only - tangent, local xyz, screen, world.
Previously I talked about smooth groups. Models with normal maps look better if they have only 1 smooth group than without SG.