It is very simple, design the character with a normal map in mind and all these issues do not appear And using someone elses IP is pretty bad anyways. But in general a lot of normal mapping problems can be avoided by using a mesh with the same UVmap but a disorted geometry to render the normal map.
[ QUOTE ] It is very simple, design the character with a normal map in mind and all these issues do not appear And using someone elses IP is pretty bad anyways. But in general a lot of normal mapping problems can be avoided by using a mesh with the same UVmap but a disorted geometry to render the normal map. [/ QUOTE ] wat
NI HAO!!!!! o^_^o At some point in the future i'm going to make a new model of you-know-who (HEY I'M NOT LETTING HER GO till I make a good faithful one for my favorite shootan gaems )drenched in normal mapping (the high poly model way not the zbrush or cheap photoshop plugin way) and i'm a bit stumped on how to come across…