This is taken from my post at BC.com as I know some people only visit the official forums....
I`ve been searching through the forums (bc.com & bb.com)and a lot of the posts are quite old and confusing as they come from a time when these features were either not implemented (and people were coding work-arounds) or half-implemented (meaning the method of using them has since changed).
Could any of you guys point me (and others I`m sure) to any info on these techniques, demos (Blitz or otherwise).
Basically I wanna understand the differences between them all and the corresponding Blitz commands / methods.
Here is a good Cube Mapping Tutorial, its in C++/OGL but the first part helps you understand the method behind it: http://developer.nvidia.com/object/cube_map_ogl_tutorial.html
Also, what is the best way to create the high and low poly models that are needed? Is there a tool to reduce polys from a high poly model or is it an arduos task of creating the basic low poly model, saving, makie it high poly, take the normal map and apply to the previously saved low poly model.
Cheers all!
I`ve been searching through the forums (bc.com & bb.com)and a lot of the posts are quite old and confusing as they come from a time when these features were either not implemented (and people were coding work-arounds) or half-implemented (meaning the method of using them has since changed).
Could any of you guys point me (and others I`m sure) to any info on these techniques, demos (Blitz or otherwise).
Basically I wanna understand the differences between them all and the corresponding Blitz commands / methods.
Here is a good Cube Mapping Tutorial, its in C++/OGL but the first part helps you understand the method behind it: http://developer.nvidia.com/object/cube_map_ogl_tutorial.html
Also, what is the best way to create the high and low poly models that are needed? Is there a tool to reduce polys from a high poly model or is it an arduos task of creating the basic low poly model, saving, makie it high poly, take the normal map and apply to the previously saved low poly model.
Cheers all!