Sry I couldn't come up with better title and my question is noobish:
So i saw a tutorial some time ago, couldn't find it now, but it was about making a game environment model. In that tutorial small/high poly details (like panels) were not put on the lowpoly model, but vere created separately on a plane and then they were baked into an other plane. The tutorial did not explain how to use/combine this normal map with the final model, the texturing phase.
So my questions:
-is there a name for this technique so I can search for more tips. I would like to see complete tutorials about it.
-Is this kind of workflow a generally good idea?
-If you could recommend me tutorials on the subject i'd be grateful.(I guess it's all about photoshop)
thx.
Replies
I'm just barely learning this stuff myself. I saw it mentioned in point #5 in this section of the polycount wiki's normal map article. ("Planar-projected mesh"?) But don't see much more info on it...
The sections on blending two normal maps together and renormalizing look relevant too.
Yes, that's what I meant.
I think the guy who made the tutorial i was refering in #1 has made a library for himself from small detail elements baked individually or at least separately from the main high poly object (which was a complicated environment piece) and then.. well the tutorial did not continue, but I guess the normal maps were combined somehow. I know crazybump or nvidia normal map plugin then can normalize the final normal map.
I'd still like to see this method in action if a tutorial exist and i wonder the benefits or drawbacks and gotchas of this method.