Normal maps don't make a low poly object look highpoly, they just retain all
the lighting information from a high poly model and all the details it may
have from the lighting.
If you wanted it to look more detailed ,you would need to create the detail
from a higher poly object, and possibly increase the size of the normal map
to retain all that detail.
-Pete

On Fri, Jan 15, 2010 at 4:07 PM, Michael Iv <[email protected]> wrote:

> 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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