HoloDust said:
As CPUs/GPUs advance I can see more of this trend - e.g., we have lower poly models, tesselation and all the maps (displacement, normal, specular, diffuse...) approach now because current hardware can't deal with original models that artist made in 3DMax/Maya/ZBrush - in some (relatively near or distant) future those models will be just dropped into game editor without need to make all of those steps. Practically, developer will be removing one part of worflow (thus cutting cost) cause hardware will be powerfull enough to handle the original art. Not that I think that production budgets won't grow - they will, but I think that once we hit certain tech level that money will be spent for improvments in other fields. |
I see what you're saying, but making a bump map is far quicker and cheaper than creating a 3D model with all those bumps actually on it.
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