Those lines don't matter because this isn't going into any engine I don't think. But I bet he will optimise them out when hes fully done.
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Those lines don't matter because this isn't going into any engine I don't think. But I bet he will optimise them out when hes fully done.
?? As he already said they are there for the high res normal map. He's using subdivision (I'm guessing), and those lines are necessary to avoid errors when he applies the modifier. It makes it so the edges smooth properly.
I got confused about normal maps so I did some research and found this nice tutorial that answered all my questions. Hope this helps any people who are confused about normal maps.
http://www.game-artist.net/forums/vb...e&articleid=16
meh, tl;dr :eyesroll:
anyway, after a few months of no modeling,
my eve subscription expired and i'm broke till next week and i was bored.
about an hour of work, i found the concept in facepunch i think...
http://img252.imageshack.us/img252/1...hathinkrc3.jpg
:downs:
http://img155.imageshack.us/img155/1...enderedrc4.jpg
So I made the best texture I've ever made, rite.
Tiled it across twice for yas to show how well it tiles. Rendered with imitation bumps. specular and illumination in photoshop.
Now THAT is a lot better! It looks like the Forerunners' and Protoss' fully legitimate child, that has received much love and care over the past few hours of its existence. Nicely done.