Some links to your away scene and maps might help us shed some light
(ho,ho) on your normal map nightmare...
Modelling clothes, I've done quite a bit of work with Away and normal
maps and might be able to help.

One tip, not really applicable to a pillar, but for other stuff, in
Max you can preserve the poly count near edges, while optimising large
areas where normals work best.
This gives you a smaller model, while maintaining silouette fidelity,
though obvoiusly not at low a poly as optimising the entire model.

Cheers,

Pete Mc

On Jan 15, 11:31 pm, Fabrice3D <[email protected]> wrote:
> there are also other factors playing a role such as:
> not every app does generate the normalmaps the same way. I've seen generators 
> having visible faces in the output
> so indeed with lots of faces it seams smooth, but these can affect the 
> rendering once the colors get shifted. same model, different maps, different 
> renderings.
> Also pixel sampling plays a role as well, especially noticable on fine 
> detailing bump information. In flash we rely on map size and how gentle the 
> player will scale it during the rendering process.
> we have no control on this.
>
> Of course, not to forget: our code might need optimisation.
> For the Prefab nm generator for instance, I've redone a few times the class 
> core to get most out the model as I could.
> But at some point, you reach a certain generation/quality/rendering speed 
> balance you accept and are happy with. Until you decide to burn a few 
> neurones on the subject again. :)
>
> Fabrice
>
> On Jan 15, 2010, at 11:00 PM, Peter Kapelyan wrote:
>
> > The only difference you will notice is the actual silhouette of the 
> > geometry, really. If the sides or silhouette are smooth, then it will look 
> > higher poly. The rest (inside of silhouetee) is basically painted in, so 
> > normal maps help because they paint in that area with color, instead of 
> > actual geometry and shadows. So the trick to low poly+normal maps may be 
> > finding the right "smoothness" of the silhouette and still maintain as low 
> > poly as possible - it's trickier when you are limited by the renderer, such 
> > as flash player, which isn't powerful enough to render 100,000 triangles 
> > per frame at 30+ fps (yet) :/
>
> > On Fri, Jan 15, 2010 at 4:42 PM, Michael Iv <[email protected]> wrote:
> > My final model in Away3 is around 490 faces compared to 36000 on HP . I get 
> > your point and generally when I am creating stuff for Unreal the difference 
> > between low poly and high poly is huge as well.
> > It is like HP-45000-50000 vs LP 1500-2000 ,and still I am getting lowpoly 
> > that are looking very close to HP . Is that possible that  because of the 
> > lighting and rendering  system nature that the effects in Away3D are less 
> > impressive in this particular matter? May be I am just a  kind of  dumbass  
> > to compare two things ????
>
> > On Fri, Jan 15, 2010 at 11:27 PM, Peter Kapelyan <[email protected]> 
> > wrote:
> > Well that is the purpose of normal maps (in video games and cosoles), so 
> > you don't have to use a 200,000 poly object, you can get away with almost 
> > the same "look" with a 2,000 poly object. However the reason you may be 
> > seeing a bigger difference, is because maybe your object is too low poly.
> > When they make a "low poly" version for games/cosoles/PC's that can handle 
> > thousands of polygons, they make an object that still looks smooth in 
> > silhoutte form, so it doesn't look low poly or have jagged edges.
> > So low poly for a OpenGL or whatnot may be 2,000-10,000 poly's, while in 
> > away3d, 2,000 - 10,000 polys might just make Flash player choke. So 
> > unfortunately in Away3D you would need to cut that polygon count by ten 
> > maybe, 1,000 polys instead of 10,000. So it's much lower poly than you'd 
> > expect fromt the low poly in consoles and video games :/
>
> > On Fri, Jan 15, 2010 at 4:21 PM, Michael Iv <[email protected]> wrote:
> > That is exactly what I have done .My normal map was generated from HP (some 
> > 36000 faces). Also when I am using this process for the Unreal , let's say 
> > I am creating a tube with 6 sides but the normal map for this tube I am 
> > creating from the tube with 32
> > sides and after applying this NM to 6 sides' tube in unreal  it looks like 
> > 32 sided tube . Now about what you have said: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." 
> > -did you mean that is the purpose in away3D ?
>
> > On Fri, Jan 15, 2010 at 11:11 PM, Peter Kapelyan <[email protected]> 
> > wrote:
> > 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
>
> > --
> > 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
>
> > --
> > 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

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