Hi guy's, when the last UDK update comes out, in the release note there are some news about the normal maps and the relatives model:
Normal Map Workflow Improvement
- We have improved the workflow of baking and rendering normal maps
- Notice it’s a far lower polycount than we could use before since there is no supporting chamfers or subdivisions
- This workflow currently relies on using XNormal to bake normal maps but produces much higher quality shading than before
- The Normal map workflow you’ve used in the past will still work, but if you want higher quality shading, this is currently the best workflow to use
- It also allows you to use much less supporting geometry since you don’t have to fight incorrect shading
the problem is that i always modeled in the second way.. so i don't understand what are supporting chamfers or subdivisions.
So some one can explain me how a good game model should be?
i follow some tutorial, for example this one http://forums.epicgames.com/threads/...torial-3ds-Max, and this one http://www.chrisalbeluhn.com/UT3_Modeling_For_UT3.html, and i can't understand the use of so extra loop cut on the mesh, and also the way the mesh is modeled: each part is modeled a part left each mesh 'island' disconnected from the other mesh. Working in this way tris count drastically increase.
so i really can't understand the use of this loop cut and chamfers, can some can explain it?




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