looks really interesting: normal maps tech.

http://developer.nvidia.com/object/detail_normalmaps.html
used in Half Life2 for exemple.

what d’you think about thaht?

it was mentioned before somewhere around here (under games?). Recived well, even as a way to

bah, couple threads on the subject (on elysiun)
https://blenderartists.org/forum/viewtopic.php?t=15494&highlight=normal+map
https://blenderartists.org/forum/viewtopic.php?t=14361&highlight=normal+map

objects can be given fewer polygons if normal mapped…

Yeah the big hyping marketing machinery from Valve tried to make it look like DOT3 normalmapping was their original idea and that their game is the first to use it. Hahaha, this technology has been there for years now!

what d’you think about thaht?

What do you mean?
About bumpmapping, I think it´s a great way to achieve good visual quality with few polygons being rendered (modelling is another story, though).

About that NVidia demo, hmm, not much to say.

About HL2 using it: I think they put it in half heartedly, as the engine is relying on precalculated lightmaps for the levels, and no bumpmapping is applied to the characters. Dude, have you ever heard about Doom3?

I know it’s not really new, but for doing that you had to be a demomaker :slight_smile:
In a 3D pkg like blender isn’t yet present… ok i wouldn’t be death if there’s no ways in blender, so as blender is done for game/realtime…why not?

Yes i did Mister z3r0 d, but this kind of games don’t rock me :slight_smile:
I said halflife2 just for reference for those who don’t know this tech.

seeya

hey, if someone can post a link to the xsi/hl2/siggraph thing on bumpmapping (there is another on a bit of the character export systems used in hl2…) normalmapping would be more clear as useful to more people

I have it (mpeg) but no place to put it.

Are normal mapping and bump mapping the same? Real time bump mapping isn’t really a big deal anymore. The DX8 book I have tells how to do it, but they spend more time on multitexturing than they do on bump maps and audio together.

no it’s different… bump mapping is about a map which you paint your relief… normal mapping it’s done like thisl
you get two different 3D model: low poly and high poly, on high model you calculate your normal mapping, then you’ll get a shader of your high model which you can put on your low model.

try to be more clear:
Bump Mapping: working with any 2D textures files (bmp, tga etc) in grey level

Normal mapping: Generated from your highest 3D model and recover all face’s normals in a shader which works in realtime.

Did you get it? :slight_smile:

same technology, different picture.

bump-mapping uses the image as a height-map: eg bright colours are high, dark colours are low.

normal-mapping uses each of the RGB channels of the image to map directly onto the XYZ coords of the normal, so eg a red area might mean an area that slopes to the right, a green area one that slopes up, or something like that. (yes, it’s a simplification, but it’s pretty close)

Bump-maps are easier to make to match textures, so that’s where they’re usually used. Normal-maps are generally CG, and are usually used so that geometric detail can be replaced by an accurate illusion, allowing for lower-poly models

HTH