View Full Version : What do you think about PolyBump?
P4S5A9500
03-05-2004, 05:17 PM
In my opinion, I think is freaking awsome!!
P4S5A9500
03-05-2004, 05:17 PM
In my opinion, I think is freaking awsome!!
thedudemanguy
03-05-2004, 05:42 PM
otherwise known as normal mapping...
it's cool, not as good as actual polygons, but it's better then nothing. problem with FC is it only has semi dynamic lighting and rarely real time shadows AND usually only 1 light source so we're not getting as good a use out of the bump as we could be. I'm sure some modders will go nuts with the bells and whistles though. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif
Igotproblems
03-05-2004, 05:50 PM
I wish I had a plug in for this with my 3D modeling software "milkshape". Polybumb is awsome, I like how it can make a low poly model look high poly.
Lobosa
03-05-2004, 05:50 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by thedudemanguy: problem with FC is it only has semi dynamic lighting and rarely real time shadows AND usually only 1 light source so we're not getting as good a use out of the bump as we could be.<HR></BLOCKQUOTE>
I do not see as a "problem", but as a solution to improve performance and maintain some quality.
My FX5200 thanks CryTek very much...
They want to sell the game to people without Radeons 9800 XT, i must remember...
firemanZ
03-05-2004, 06:12 PM
I think normal mapping is great, but theres a more advance version of normal mapping that no game has applied yet. So maybe if we can code it in that would take normal mapping to the next level http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif
P4S5A9500
03-05-2004, 06:31 PM
maybe http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif
I think it's great as well..keeps the polygon count in check and still gives great detail.
GazzaBinks
03-06-2004, 03:14 PM
Doom 3 uses a simualar method of normal mapping for characters and objects.
P4S5A9500
03-06-2004, 03:19 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by GazzaBinks:
Doom 3 uses a simualar method of normal mapping for characters and objects.<HR></BLOCKQUOTE>
doom3 isnt even out yet, and by the looks of it maybe in a year I'll be.
anyway doom3 uses normal 5k-10k poly models so...
Mr_Dialup
03-06-2004, 06:23 PM
Doom 3 uses 2-3k models, higher for bosses. And it should be coming out mid this year.
[This message was edited by Mr_Dialup on Sat March 06 2004 at 06:35 PM.]
P4S5A9500
03-06-2004, 07:16 PM
really? i guess i confused it with hl2, hl2 does uses 10k polys
Mr_Dialup
03-06-2004, 07:23 PM
HL2 uses 7500 for unique characters like Alyx and Gman. For smaller models like Headcrabs, it's 3000. Yes it is a bit more than other games, but it's not that many. That's why they use normal maps too.
P4S5A9500
03-06-2004, 07:27 PM
i said 10k because about ayear ago on the E3 newell said hl2 used mainly 5k to 10k models
Mr_Dialup
03-06-2004, 07:33 PM
I got those figures from here (http://collective.valve-erc.com/index.php?faq=source_mod_faq)
P4S5A9500
03-06-2004, 07:37 PM
oh god... the engine uses triangles just like morrowind's engine.. that is so f00ked up
http://ubbxforums.ubi.com/images/smiley/35.gif
firemanZ
03-06-2004, 08:36 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by P4S5A9500:
oh god... the engine uses triangles just like morrowind's engine.. that is so f00ked up
http://ubbxforums.ubi.com/images/smiley/35.gif<HR></BLOCKQUOTE>
um, last time i check all engine break up n-side polygons into triangles. HL2(which im getting also) has support for some sort of SubD surface rendering, but i think thats even trianglated. Unless you have HW that is dedicated to rendering, NURBS or SubD surface it all gets turn into triangles.
Sony PSP can render NURBS surface on the HW level, in real time, so there is no hit on the performance.
But like i said, none of those game mention use the more advance form of normal mapping. If you seen it, you'll be blown away http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif. Let me put it this way, not only well it be light up like a 10,000 tri character, but edges would look like a 10,000 tri character http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif, but the actually low res model is still; 3,000 http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif
GazzaBinks
03-06-2004, 08:49 PM
Polygons are not just triangles.
Polygons can have more than 3 vertices, I use head designer what creates 4 vertices polygons.
firemanZ
03-06-2004, 08:51 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by GazzaBinks:
Polygons are not just triangles.
Polygons can have more than 3 vertices, I use head designer what creates 4 vertices polygons.<HR></BLOCKQUOTE>
everone knows that polygon dont have to be 3 side, but thats what it ends up breaking down to in the engine. n-side polygon = anything above 3 sides.
GazzaBinks
03-06-2004, 08:52 PM
I love all 3 engines far cry, doom 3 and half life 2.
I still think doom 3 has the best looking and animated characters (If you have seen the doom 3 alpha running, you would know what I mean).
Half life 2 will lead for physics and texturing.
Far cry will lead for overall engine. Plus a leap in tools/sdk technology.
P4S5A9500
03-06-2004, 09:40 PM
let me see what joke i come up with next, ah yes ............
all games shoudl use pixel shading and not polygons!
http://ubbxforums.ubi.com/images/smiley/354.gif