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]
