So, Christmas holiday was when I was going to get
sooooo much done... instead, I spent it staring into an existential abyss, or drunk, as such I've only made small progress with asset creation.
As previously mentioned I had to go back to the drawing board a bit with regards to how I was modelling some stuff. It's apparently better to put small details (things like window frames) into the normal map, than model them in the mesh. I'd originally not thought too much of it, because I was planning on using an online tool to pretty much one click generate the normals. Having watched Ronyx69 talking about it though, it very much seems that if you're actually relying on the normal for any kind of actual detail, it HAS to be accurate, and that means creating them manually.
This didn't seem that bad, until he explained that you also had to worry about the way CS compresses the various texture files. This compression works on a 4 pixel grid, and basically you want hard edges to follow this grid on the normal map, and ALSO on the Specular map, but ideally not have them over lapping. It's taken me a while to get my head around it.
In the video below, look out for the following things.
A) These lighter faces (the inside edge of the window aperture) are in the mesh, and are catching the light because of it, they behave as you'd expect.
B) These highlighted edges representing the beading around the window glass are just on the normal map, they are actually flat, but also highlight and shadow as the sun moves.
You can see in the corners of the Red window, the corners are clean, the specular map (which generates reflections) is properly aligned with the normal map, to the pixel...
... on the blue windows, I've accidentally let them overlap, and basically the entire 4 pixel grid square mushes them into one, and it shows up as a square inset into the corner of the window.
Ignore everything else, it's a **** model I've just knocked up for testing, and I've a bunch of mod clashes so setting the LUT, time of day and camera position is a PITA for some reason.
I do hope to be cracking on properly soon. I've paid £280 just to be able to use SketchUp for this project.