Chris Capel wrote:
>
> I'm starting to think that maybe the best thing to do is to make some sort
> heightfield and scale it to the sides of the box. That way, it will be
> _REAL_ bumps, and I can use normals and layered textures and pigment maps to
> get it just the way I need it.
>
> Chris Capel
It is often the case where normals and textures fall short of a true
mechanical surface. Normals for instance are not a true rough surface
but instead a virtual effect. There are attributes that a true mechanicaly
roughend surface cannot be replaced with by other means and the master of
the art knows when it's time to go the extra step for added realism.
--
Ken Tyler
mailto://tylereng@pacbell.net
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