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In my opinion, I think is freaking awsome!!
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In my opinion, I think is freaking awsome!!
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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.
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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.
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<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...
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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
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maybe
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I think it's great as well..keeps the polygon count in check and still gives great detail.
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Doom 3 uses a simualar method of normal mapping for characters and objects.
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<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...
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