ViPr wrote: |
the low poly and high poly UVs do not have to match at all and in fact the high poly does not even need UVs at all. you can put seperate meshes onto the high poly model for detail and they will convert fine.
it is recommended to fully texture the high poly model and then let converters generate the textures for the low poly model automatically but for Doom3 this won't work because the converter made especially for Doom3 doesn't do that as far as i know. |
Quote: |
but doesn't nobody know how Doom3 calculates tangents resulting in distorted normals if you use the 3rd party normal map generators? |
ViPr wrote: |
the low poly and high poly UVs do not have to match at all and in fact the high poly does not even need UVs at all. you can put seperate meshes onto the high poly model for detail and they will convert fine.
it is recommended to fully texture the high poly model and then let converters generate the textures for the low poly model automatically but for Doom3 this won't work because the converter made especially for Doom3 doesn't do that as far as i know. |
Quote: |
but doesn't nobody know how Doom3 calculates tangents resulting in distorted normals if you use the 3rd party normal map generators? |