Good evening everyone. Over the past few years I have developed an understanding that the "proper" way to model and texture game assets revolves primarily around the process of creating a high resolution model to bake normal and AO maps for use on a corresponding low-resolution game engine ready model.
I would like to hear back from you all on if there are popular alternative methods to achieving similar results. Not necessarily hand-painting low poly assets, that's about as straight forward as it gets, and is somewhat restrictive to a certain style. The reason i'm asking is because I was following Tor Frick's (Snefer) thread on his single texture environment, and he said he used no high-poly models to create the scene, despite the fact that he still had normal maps. I know creating normals from diffuse maps generally gives shit results. Ndo2 was mentioned, but he didn't go into any more detail.
I've never really used Ndo2 in my texturing process, having always relied on the first method I described, which I find to be effective although very time consuming. Am I missing out on the answer to quick asset texturing here?
Perhaps we can all discuss our personal methods to achieving these results...
Replies
If you're making tiling textures with mechanical details, something like nDo can be a great substitute.
You can always do both as well, doing the main forms in highpoly, and then adding details with nDo.
He will have been generating normals from handpainted masks/heightmaps, NOT diffuse maps which are usually shit, as you said.