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Example of Normal Mapping.

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Old 06-10-2004, 04:23 PM   #17
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Re: Example of Normal Mapping.

Thanks back! I appreciate the info.

I just saw the video. Something that was kind of confusing to me. How does normal mapping make things better than bump mapping if the end result looks the same? That sample they showed in the video did not really illustrate the advantage. The end result is still a 2-D image with rendering on it making it appear 3-D.
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Old 06-10-2004, 04:27 PM   #18
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Re: Example of Normal Mapping.

Quote:

ZXLT said:
Quote:

mgoblue said:
Quote:

spacefunk said:
Why are there shirtless men on my computer screen?? I knew I should've stayed in bed.




you'd rather be with shirtless men in bed?




Touché!


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Old 06-10-2004, 04:59 PM   #19
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Re: Example of Normal Mapping.

Quote:

Dark_Lord_Vader said:
Thanks back! I appreciate the info.

I just saw the video. Something that was kind of confusing to me. How does normal mapping make things better than bump mapping if the end result looks the same? That sample they showed in the video did not really illustrate the advantage. The end result is still a 2-D image with rendering on it making it appear 3-D.




DLV, here's a thread I started over at nfl2kx, this gentlemen chimed in with some good info, with a laymans description.


http://dynamic6.gamespy.com/~nfl2kx/...ead.php?t=7189
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Old 06-10-2004, 05:33 PM   #20
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Re: Example of Normal Mapping.

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jmood88 said:
Don't know if anyone has seen an example of it so here it is:
Normal mapping is a method where by the normals of a mesh are given more detailed lighting information by means of a bitmap image. This give the mesh the appearance of more realistic lighting and more surface detail. If you see some blocks it's because Sega is using an entirely new, bleeding edge graphics technique. We're talking low polygon models, which allows them to bump up the detail and frame rate way beyond current standards, and with Normal Mapping, we're talking about the same look at polygon models that are literally a generation beyond Madden 2005. Here's an example from the upcoming Far Cry:







OK, I get it. The top picture is showing the figure composed of 250,000 polygons.

The middle picture is showing how the figure would look at 1500 polygons.... And it isn't good.

Yet in the bottom picture, we see a NORMAL-MAPPED 1500 polygon figure side-by-side with a regular 250,000 polygon figure... and they look nearly identical.


So the advantages are obvious. If you can get basically the same results using less than 10% of the polygons....

... Maybe THAT'S why they can sell the game dirt cheap!
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Old 06-10-2004, 05:43 PM   #21
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Re: Example of Normal Mapping.

Thank you for the explanation...I seriously had no idea what I was supposed to be looking at.
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