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] > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
