You make a good point, but if you can get most of the pre-planning done before the game ships, then that gives you more time to focus on content creation and implementing said content. Make sense?
You make a good point, but if you can get most of the pre-planning done before the game ships, then that gives you more time to focus on content creation and implementing said content. Make sense?
Being the modler I feel that I at least have to put in my $0.02:
I make my own models.
Their might be some folks out there that feel they need to rip off other people's work, but we have a higher work standard here. Besides, look at how much I would have had to edit to make their model look like mine. It would take less time to create it from scratch than it would to modify their's.
Heh, I guess I should check these more often...
gozinta82:
The garbage that you are refering to is the result of freezing a sub-patched model in Lightwave. As Mailman already stated the hi poly model is used for creating the normal maps. You could use fewer polys in the hi-poly model, but why? It's easy to model organic objects using sub-patches, and a frozen subpatch model works great for making normal maps. I see no reason to change the technique.
Chimera
Trey joined
This member has provided no bio about themself...