lol, again and again.Jorzi wrote:I see what you mean, but I should maybe have mentioned this: The model will be normalmapped. This means that the smoothing is only there to provide good base normals in order for the normalmap not to be too distorted. Same goes for the balloon-like shiny reflections, they're only there in lack of other materials. The most important thing for the lowpoly is defining the silhouette
only few people here understand your workflow for models, the same as they don't understand why I made flat terrain textures without that crazy shadows of real life fotos that they like.
It seems that people don't like to use google to search some lessons and tutorials about why game artworks should be done in this way and not another. I think we should update wiki or just post some faqs about modeling and texturing workflows, where will be described what means a diffuse texture and how it differs from old wz's textures, why do low poly models have to be smooth, etc.




