Tips & Tricks: Modeling Hi / Low Poly Models for Next-Gen Games
Format: JPG image, 900x5200, 2MB
I originally started doing this tutorial for a friend on my mod, Project Deus for UT3, and decided to expand it's goal a bit. It concerns the rationale, how's and why's of making models for normal map generation. While there are a few 3DS Max-specific things in there, i classed it miscellaneous because i'm talking about general principle, and don't really delve into the Max application.
I hope this is helpful for all the aspiring 3d game artists out there. As many people have some trouble in deviantart, i posted the link to the image here, instead of a link to the DA page.
Tutorial:
http://ic3.deviantart.com/fs13/f/2007/103/e/2/Tut__Models_for_Next_Gen_Games_by_Gridlinked.jpg
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... plus seeing the Daedalus real close is a nice bonus.
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Great tut, BTW.
Gee, I can't image why...
Great tut, by the way;)