Me and Arshlevon were having this conversation a bit the other night. Bare with me now as I'm gonna ramble a bit. I think there is a huge majority of people in the industry as artists, who aren't really artists. They are technicians. They have learned a very limited ruleset of this+that=game asset. While it results in ok…
umm... the reason to have normal maps IS to rely on them for surface details, the reason there isn't alot of "detail" or I'm guessing you mean shading (most diffuse maps I've seen for games like doom 3 ARE detailed they just have no shading in them) THE REASON they don't have shading is because all of that comes from the…
Do you feel the learning curve for all the new technology is too much for most designers to handle? I know there's tons of talent here at Polycount, but can most companies and designers keep up with the next gen of normal maps and other engine tricks? I remember a lot of amazing texture artists and stylistic people on the…