for some things, maybe the spikes, without the right polygons, the textures wont line up right. its one thing to show off 2 models one with and without uber amounts of polygons, its more important to do it right when you actually use it in a real game/benchmark with textures and lighting
for the small things, bump mapping did ok, for larger items, you kinda have to put in enough minimum polys for the textures to look right. tessellation isnt going to be a quick magic wand that makes them all go together perfectly. otherwise the result will be without tessellation, games will be as piss poor at B:AA is without physx (being that they could have easily done something, not just remove everything)




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