Hey all , I would like to suggest something and if I am wrong ,please
correct me.
 I was playing today at home with normal mapping in Away3D (3.4) and come to
the following conclusion . My conclusion is based on normal maps
functionality and purpose in video games engines . I am in my spare
time create some level design and MODing for UNreal Engine .There  I use
normal maps ( as it is in all engines) for rendering  low poly model looking
like high poly and it looks great. Today I created a HP pillar in MudBox
,then imported into 3Ds Max , then from it created low poly , then projected
high to low and created normal map -all the process like it should be . Now
,after creating Away3D scene and assigning
 Dot3BitmapMaterialF10 as
material with my normal map i first of all really could see that the
lightsource causes the geometry to look deep and detailed but the geometry
itself  doesn't look high poly at all . I mean the light traces all the deep
texture details on the object but overall shape is still low poly . My
question is if that is the way NM work in Away3D or I missed something in my
work???

Any help will be appreciated !!!!

-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Flash |Air |Games|OS|
Tel-0526237969
[email protected]
[email protected]

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