Slightly weird platforms

Community Forums/Graphic Chat/Slightly weird platforms

scribbla(Posted 2006) [#1]
been playing with normal maps , poly reduction and bump maps

old news but...
gota say im pretty impressed with the idea of grabbing a bump map of a high poly mesh , perhaps i should get out more ;)





Braincell(Posted 2006) [#2]
So you converted your game to blitzmax3d ? I like weird stuff so i like this. Would be better if you posted it textured tho.


scribbla(Posted 2006) [#3]
i will probaly get bmax 3d when it comes out, just so i can use normal maps

a lesson in unwrapping and texturing is next


Ross C(Posted 2006) [#4]
You can use normal maps in blitz3d :o)


Ross C(Posted 2006) [#5]
Cool platforms btw ;)


scribbla(Posted 2006) [#6]
i didnt know you could use normal maps in b3d


Perturbatio(Posted 2006) [#7]
Rob Cummings did something with it a while ago
http://www.redflame.net/misc.htm


ashmantle(Posted 2006) [#8]
It looks great.


Ruz(Posted 2006) [#9]
ther high poly should be more detailed and the low poly less detailed IMHO.
The whole point of normal maps is to replace the detail.
You seem to have most the detail built in


scribbla(Posted 2006) [#10]
that demo by Rob cummings looks great just what i was looking for


yeh i think i could easily reduce it again by half , its just the first one ive tried and was gob smacked , im a bit late to the party on this normal map stuff


Ruz(Posted 2006) [#11]
yeah, iI sue it a lot at work now and it took us ages to get the whole process refined.
I suggest the best to to do it is to have the main area in the low poly 'modelled' and then assess carefully what you model/normal map

i reckon the low model above could be around 400 polys and the high poly 100,000 for example


Ross C(Posted 2006) [#12]
Don't make the low poly model, too low poly though.