I’ll start posting any relavant links to threads or articles on normal mapping (more on general info and not software based, you can find those in the respective application forums) Hope this will aid those who are totally new to normal mapping like myself
I’d thought I’d start a new thread on this instead of hijacking dur23’s thread Well, since normal mapping will be the coming of things for the next generation of games, it’d would be good if everyone could share their thoughts, questions, theories, workflows, etc on this topic.
To start things rolling, i’ve got a few questions(well quite a few actually). What is the normal workflow like for the generation of game model that will require normal mapping? Do I start with a hipoly model and cut down to a lopoly one, or vice versa?
UV mapping would probably come in once the hipoly model is done? and won’t cutting down the model to a low res one affect the uvs? How can we make sure the uv’s turn out right on the low res model since we are doing so much poly editing on the model?
Hope someone has the answer(im sure there is). Either way, if anyone has any questions/topics to raise on this subject, feel free to do so