I was trying to make the circular indentation in max so I used floating geometry. I don't feel it really does it justice doesn't feel like it looks dark enough the shadow in the lines indent. Here is a picture.
I have already fixed that thanks My main question is floating geometry a better solution then indenting in the obj? or does it depend on if its hi poly or low poly. I just extrude a loop inwards is that the best way to do it?
For a detail like that on a low poly model I'd expect it to be dealt with in a normal map.
But, there are of course many factors to consider. I tend to go with "size on screen" for an over-ruling rule of rules. By which I mean, floating geo, built in or normal mapped are all good solutions to your problem, it just depends on the level of detail you're aiming for. If this piece is strictly an indentation, then floating geo won't look right at all really.
I've often gotten away with stuff like this with an AO map baked into the diffuse, which is super cheap, and not something I'd recommend on an important asset.
Thank you Geedave this is exactly the explanation I was looking for. This is basically for practice its low poly but I have no poly limit and my assignment was just to model the robot from the concept. I had 2 weeks to complete. For this particular assignment normal map, or any map for that matter is not an issue as I wasn't asked to do that. I am doing this to get better and grow as an artist and to understand what can and can't work inside of 3ds max.
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But, there are of course many factors to consider. I tend to go with "size on screen" for an over-ruling rule of rules. By which I mean, floating geo, built in or normal mapped are all good solutions to your problem, it just depends on the level of detail you're aiming for. If this piece is strictly an indentation, then floating geo won't look right at all really.
I've often gotten away with stuff like this with an AO map baked into the diffuse, which is super cheap, and not something I'd recommend on an important asset.