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Old 19-03-20, 19:17   #9
LaraHCroft91
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Join Date: Jun 2010
Location: Czech Republic | Gender: Female
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Quote:
Originally Posted by TR-Freak View Post
this will result in flat shading. in most cases, each vertex should have the AVERAGE normal of all adjoining faces.


if you have multiple normals per vertex then you will see a "cut" in shading.
That is how TR2 meshes are. As you can see on the picture i posted earlier they have multiple normals for vertexes. And TR4 meshes has them too. And there is no flat shading in game. There is only one artifact in my mesh but i don't know why...



And look on this. This looks amazing in my opinion. Just like in TR2 (fixed normals for left leg and left arm)


(don't mind the messed textures - it is because of the triangulation of the quads)
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Last edited by LaraHCroft91; 19-03-20 at 20:10.
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