Hi everyone! I've been trying to get more efficient with Silo. This is the result of two days of modeling. It has 9332 triangles.
I have some questions as I am a little behind this whole next-gen thing.
Firstly, is use of normal maps a common practice with such non-deforming objects(vehicles, weapons etc.)?
Secondly, I read a tutorial which involved modeling hard edges with thin polygon strips like I tried to do. Did smoothing groups lose their popularity?
In addition to these, any C&C are more than welcome.
Thanks a lot for looking.
Replies
Using the thin strips instead of smoothing groups gives you this thin little edge that will catch specular lighting beautifully - regular hard edges are an impossibly sharp edge that doesn't light realistically, whereas with the very thin line you'll get a nice specular line.