Normal maps are evil
Darnit, my original post got lost. Not only are normal maps evil, blogger seems to be evil too!
Anyway, what I had to say was: Normal maps may seem very versatile, but they are actually very specialized. This puts lots of pressure on the gfx artist (me). Anyway, my current problem consist of staying low-poly while still getting more detail without having normal-map errors. I think most of the errors come from hard/soft edges, but I have faith in my newest attemt. Here I will use no hard edges and bevel all edges that are supposed to be hard then turn them soft. Except the blade, which I will keep hard so it gets real hard (hopefully).
Anyway, what I had to say was: Normal maps may seem very versatile, but they are actually very specialized. This puts lots of pressure on the gfx artist (me). Anyway, my current problem consist of staying low-poly while still getting more detail without having normal-map errors. I think most of the errors come from hard/soft edges, but I have faith in my newest attemt. Here I will use no hard edges and bevel all edges that are supposed to be hard then turn them soft. Except the blade, which I will keep hard so it gets real hard (hopefully).
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