So, after doing some research on the topic, I'm wondering - is it worth giving individual props normal maps? When I say props, in this case I'm referring to small objects, such as desk ornaments and items on shelves, that a player could realistically get pretty close to. I'm researching and planning a scene that is quite…
in production...there are so many factors to this... main one would be game type... linear fps...if you want to play with the big boys then most probably... open world sandbox with a shed load of props... probably not Hp'd maybe generically mapped and hieghtmap normal mapped... depends on the shapes and the repetition of…
3 factors technical: will the player get close enough to notice? timing wise: will gameplay allow the player to even have enough time to look at the prop properly? psychological: what will keep the player's attention? will he even care or notice the prop consciously? (e.g. some stuff you only notice if it's missing, but…
I think there is a pretty common misconception that if its a simple prop, its easier to do a painted bumpmap. However, if its simple, it shouldn't take very long at all to make a quick HP and do a bake, which will be much higher quality and more accurate than a painted bump ever could be(in most cases atleast). When you do…
Thanks for all the replies, guys. I was probably going to create quite detailed props anyway (as some of them are quite unusual, and would definitely benefit from some extra love), but I was curious as to how these kinds of things are handled in a production environment. Thanks again.
If it's a small prop, surely it's pretty fast to make a decent highpoly anyway? And I think the quality of the asset will always be higher if you're baking it down from highpoly source - it will be more consistent with the rest of the environment too, if the rest of the environment is primarily baked from highpoly. The…
If they are really small, like a cup full of pencils, would it be cheaper for them to be combined into the same texture sheets/material so that they share the same normal map?
man hours aside performance wise it would be best if everything in the scenes used the same shader and better yet the same material on everything so the answer from a technical stand point is YES normal map those fuckers ! and merge as many objects together as you can get on one atlas map ! (seriously as much as possible)