I have made this hp locker and is going to move onto the lp. And for the vents on the door i'm wondering what would be best. I want to model them so you can see through, but that might be a bit overkill? Another alternative is to use alpha but i don't think that would be good to use alpha for such a thing. Maybe its just best to do the lp flat and maybe with a bump where the vents are? If i make a whole with geometry i think it will be hard to get a mesh that got a decent polycount and also bake well. The scene its for is thought to be a fps scene and is going to ba a portfolio pice so no real limitations on this. So anyone that have a suggestion on which is best and maybey some tips for edgeflow if its a complicated geo.
![locker01.jpg](http://i449.photobucket.com/albums/qq219/Sourcemapper/locker01.jpg)
Replies
Just let the normals take care of the vents. Its the perfect sort of simple detail a NM can do well.
Not really suited to games. Quite a few loops that'll add almost nothing once normal mapped, and several concave ngons.
Consider how much screen space it'll take up and that polygons are used to define the silhouette of the model.
In any case it's much better to use both a UV and normal split on 90 degree corners. You don't get the gradient issue and you also have split vertices there anyway if you've cut the UVs up so performance is identical.