corrugated metal - does anyone have suggestions for a good workflow for something like in this ref:
I would like to have several pieces of metal.
- the rest of the scene is going to be normal mapped. should i bother making a normal map with the corrugated stuff?
- for a current gen scene, how many tris should i be spending on each piece?
- any other tips greatly appreciated.
thanks for the help!!
Replies
I think I would have the normal mapped texture on a large plane of 2 tris, then at the edge of the roof, cut and bend that piece down to make - another 2 tries - and have that smaller edge overhang a bit. I would make the roof peak much steeper than in your pic. this way you will have the sheets pointing down more giving you a perpendicular view to make it easy at opacity mapping the wavvy edge of the corrigated sheet.
I have no idea if thats right, there is probably a better way, but i think modeling the thickness of the sheet is probably not good for the budget.
I totally agree about not adding any depth to the pieces, but seeing as the pieces on the smaller extension in front will be really close to the player - don't you think i will need more than 2 tris per piece?
I was thinking that i would have to spend a little extra (+100 tris a piece) on the roofing otherwise it would look like crap. the building itself is pretty low already - - coming in at 1300 tris. I could spend a the same amount on the roof?? i'm not too sure.
yes for the normal bump if that's supported.