Last time I checked NURBS worked really well. It's also funny to watch people saying that games = triangles after they see subdivision surfaces and tesselation.
None of which is remotely useful for source. Also they're still triangles, they may be simplified into squares for the hard-of-thinking but it doesn't stop it from still being triangles, and ability to manipulate triangles is still important.
For instance I need someone good with Zbrush/Mudbox (or stubborn) to make a good heightmap to demo parallax occlusion mapping on brushes. Doesn't have much to do with triangles.
Trye these: http://img140.imageshack.us/img140/9946/heightmap.jpg http://img85.imageshack.us/img85/5487/diffuse.jpg
You can't make heightmaps with photoshop from the base texture, unless you want to doodle the height by hand, which is le suck. In theory you could make a decent one from the normal map, but it's always ever so slightly imperfect... Look at the flake with the shadow in the lower left and tell me how a dark shadow translates to height.
What is this, Nitpicking United? Give it a break already, its some texture with a shooped height map, christ. here's another, for the people that just like to complain: http://img193.imageshack.us/img193/9946/heightmap.jpg http://img269.imageshack.us/img269/5487/diffuse.jpg