Naw you don't suck. All you have to do is model for 8-13 hours a day 6 days a week and your work flow will be streamlined in a matter of months.
As far as what detail is modeled vs. applied via a bump/normal/displacement map, remember this. It's all about the silloheutte. What I'm saying is that you can fake the little bumps and cracks with a good shader, but you can't fake a sagging roof, or a window sill. So put your modeled details in these areas.
Normal maps can be created through a variety of methods:
-One is to paint a b&w bump map and convert it to a normal using a Photoshop plugin, like the one from nVidia.
-You can also create a high poly model and generate a normal map from it using any number of applications: Zbrush, Orb, there is a command line generator from ATI that I've used.
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