[Bf-funboard] Virtual Displacement/parallax/offset mapping &
normal mapping
car
trip at spymac.com
Mon Dec 6 16:10:19 CET 2004
On Dec 6, 2004, at 5:16 AM, Luke Wenke wrote:
>> .....creating normal maps is far more complex than creating a simple
>> bump map.....
>>
>> ......i.e. Subsurf 6 mesh normal data extracted and applied to a
>> Subsurf 0 mesh......
>>
>
> It should be easy for users to create normal maps (though complex for
> the programmers). As far as the final result goes, it might be better
> to use good polygon reduction algorithms (3ds max has ones were you
> can specify the threshold angles, etc) because then you have a lot
> more control when creating the low poly version. (e.g. you could make
> the low poly version ignore small details when generating the mesh)
>
>
>> from what I can tell, normal mapping, just like bump mapping, has
>> absolutely no affect on the appearance of geometry. It only affects
>> texture and lighting.
>>
This is mostly useless now. Zbrush and Silo3d have the redraw mesh for
now, that might be the best method for low poly and high displacmenet
mapping/normal mapping. Cause the low poly version still hass all of
the edge loops for animation unlike a desimated mesh that has a crapy
mesh structure
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