Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on April 09, 2004, 07:20:08 pm
-
....is that it becomes very difficult to determine when to model in detail and when to draw it in.
;)
-
that's easy, always model it in
-
Ah, but after you've started mapping it?
-
No. Don't always model it in. That's silly. That leads to random greebles in the trench of a star destroyer and that's just dumb.
Model in the major details of the model, but don't model in the seams and plates and other such silliness. Venom's Ezechiel is a damned good example of what to model and what to put into texture.
-
Ezechiel puuurdy...:D
I say model everything that would cast a noticable shadow on the craft.
-
Since it does... absolutely nothing. Self-cast shadows would fix that little flaw, of course, but I'm not holding my breath for that slowdown-inducer.
-
there's one thing to say: the details become (usually) noticeable in game thanks to specular lightning.
-
Originally posted by KARMA
there's one thing to say: the details become (usually) noticeable in game thanks to specular lightning.
Ah, but we have spec-maps and (hopefully) potnetially bump maps for that sort of thing, too......... what i mainly mean is adding surface vents in particular.