So, I have a few questions about the above.
1. Should I always use normal maps when limited with polys?
2. When normal mapping, should I always make my high poly model use the turbosmooth modifier?
3. To create a curve on the low poly model, do you rely on your textures to do the job? (By that I mean, if you had a 90 degree angle corner smoothing groups would not work.)
Thanks.
1. It totally depends on the platform and the use of the model. So no, use common sense.
2. No, again, depending on the model, but usually the more detailed highpoly models are sculpted in ZBrush or similar.
3. Well, if you don't apply smoothing groups to the corner and give it a "cornery" texture, there will be a visible, hard line in the middle of it when the object is lit.
I'd just use smoothing groups on it even if it's over 90 degrees. See what looks good and go with it no matter if it's the "wrong" way. The only right way is the one that looks good.
[QUOTE=PLing;17019970]1. It totally depends on the platform and the use of the model. So no, use common sense.
2. No, again, depending on the model, but usually the more detailed highpoly models are sculpted in ZBrush or similar.
3. Well, if you don't apply smoothing groups to the corner and give it a "cornery" texture, there will be a visible, hard line in the middle of it when the object is lit.
I'd just use smoothing groups on it even if it's over 90 degrees. See what looks good and go with it no matter if it's the "wrong" way. The only right way is the one that looks good.[/QUOTE]
2. Zbrush? Does it allow more detail to be put than 3ds max or other modeling software?
3. Using a smoothing group on a big angle like that triggers smoothing errors for me. And how much can you tely on textures to make a curve?
ZBrush is a 3d scultping software just like Mudbox.
And I can't really say whether you should use the smoothing group nonetheless since I haven't seen the model.
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