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What normal-mapping is, and how it will affect your next-gen engine mod | Locked | |
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Apr 12 2004 Anchor | ||
I had to remake this thread because a database error killed it before, I think. Normal-mapping is the process of taking the lighting information of 3d architecture of some sort, and turning it into a 2d texture. This requires both modelling and texturing skills, but produces stunning and simply amazing results. Fileplanet.com --
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Apr 12 2004 Anchor | |
well... ur post really isnt all too infrmative there.. But good video, however myself i dont like using the model method. Seems like a full on waiste to me, make a very intricate high-detail model only to make a normal map from it, then throw it out. I perfer the method of using the models skin instead, i've practiced this in tenebrae, and it produces good results with much less effort. Still, decent video there.. |
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Apr 12 2004 Anchor | |
A HL video isn't what all it is. Tenebrae has had normal mapping for years. - Edited By CheapAlert On Mon 12th, Apr 2004 @ 8:31:05am -- < insert subject games here >
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Apr 13 2004 Anchor | |
What is the difference between normal mapping and bump mapping? Because Halo had some (but not alot) bump mapping. |
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Apr 13 2004 Anchor | ||
normal mapping is like a highly intricate render to texture . making a highly detailed model when you have more than one modeler is key to high definition graphics , and is not a new concpet . thanks for bringing it up , though i assume many modders are kinda lazy and wont implement it into their mods . |
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Apr 13 2004 Anchor | |
bump brings grain, normal brings form. 'nuff said. -- < insert subject games here >
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Apr 13 2004 Anchor | |
Take a look at that. Normal mapping can effectively achieve identical results and reduce model polycounts by a factor of 136 - that's a lot, so it's pretty darn important. D0h! |
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Apr 13 2004 Anchor | |
i'd love to get it myself, but gets into some coding thats over my head.. |
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Apr 13 2004 Anchor | ||
are there any other mirros besides the worst place ever??? |
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Apr 13 2004 Anchor | ||
dude plz dont start telling people you get the SAME result from a 97,000 polyong model as the 840 polygon model , it just ISNT THE SAME . what they ARE ACHIEVEING , though is a higher quality of texture and lighting effects . cmon guys , the difference is obvious , dont start tellin people that its the same . |
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Apr 13 2004 Anchor | |
ummm.. who did? |
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Apr 13 2004 Anchor | |
...Rrrrrighttt... any way can XSI use it? it is very similer to maya. (They even have a maya to XSI tutorial) |
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Apr 14 2004 Anchor | |
No, as I said, only 3dsmax and maya. And you can only use it for free with a special license - otherwise it'll cost you 900 big ones. And with a special license, you can only use it to modify models for the purpose that you purchased the license as stated when you sign the contract with CryTek. |
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Apr 14 2004 Anchor | ||
www.planetquake.com/ezquake/bump.jpg - Edited By carni On Wed 14th, Apr 2004 @ 4:40:19pm |
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Apr 14 2004 Anchor | |
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Apr 19 2004 Anchor | ||
"dude plz dont start telling people you get the SAME result from a 97,000 polyong model as the 840 polygon model , it just ISNT THE SAME . what they ARE ACHIEVEING , though is a higher quality of texture and lighting effects . cmon guys , the difference is obvious , dont start tellin people that its the same ." Actually they can come CLOSE to makeing a low poly model look high. Example: And about this "higher quality of texture and lighting effects ". They are not creating higher quality textures, its a higher quality illusion of a bump map. - Edited By operativex On Mon 19th, Apr 2004 @ 5:52:09pm |
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