[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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