Normal maps in Torque3D
by Aleksander Elvemo · in Torque 3D Professional · 09/04/2009 (5:18 pm) · 4 replies
Hi there!
I have a really basic model, which i would like to improve with a normal map.
Reading on
http://wiki.polycount.net/Normal_Map
I get the impression that a normal map will help "smoothe" the model.
However, applying the normal map doesn't seem to make any difference to this
With normal map:
http://i27.tinypic.com/2dvkdpk.jpg
Without normal map:
http://i30.tinypic.com/2wlr8k7.jpg
Have I just misunderstood what normal mapping is about? Is there another way to "fake" high poly without having it?
I have a really basic model, which i would like to improve with a normal map.
Reading on
http://wiki.polycount.net/Normal_Map
I get the impression that a normal map will help "smoothe" the model.
However, applying the normal map doesn't seem to make any difference to this
With normal map:
http://i27.tinypic.com/2dvkdpk.jpg
Without normal map:
http://i30.tinypic.com/2wlr8k7.jpg
Have I just misunderstood what normal mapping is about? Is there another way to "fake" high poly without having it?
#2
I was under the impression from the research I've done on normal maps that a high detail model baked onto a lowpoly one would make it seem smooth, so in this case I created a highpoly duplicate by subsurfing the original mesh.
09/04/2009 (5:52 pm)
Smoothing groups are 3ds MAX specific, if I recall correctly. Both the models and normal maps were made in Blender, following this tutorial for the normal maps. http://blenderartists.org/forum/showthread.php?t=138194I was under the impression from the research I've done on normal maps that a high detail model baked onto a lowpoly one would make it seem smooth, so in this case I created a highpoly duplicate by subsurfing the original mesh.
#3
And you are correct, but you still need to smooth/average your vertex normals, since they define the basic surface where the normals stored in the normal map will be applied. Hard edges will always look like hard edges.
09/04/2009 (5:56 pm)
Quote:I was under the impression from the research I've done on normal maps that a high detail model baked onto a lowpoly one would make it seem smooth, so in this case I created a highpoly duplicate by subsurfing the original mesh.
And you are correct, but you still need to smooth/average your vertex normals, since they define the basic surface where the normals stored in the normal map will be applied. Hard edges will always look like hard edges.
#4
09/04/2009 (6:08 pm)
Thanks, those hints were what I needed to figure out how to do it. Didn't know Blender saved the set smooth data, as it doesn't have smoothing groups per-se.
Torque Owner Brian Mayberry
Dead on Que Productions
The normal map also looks quite clean, so you might not see much without some very dramatic lighting.
Here's a nice 3Ds Max example: http://www.youtube.com/watch?v=i62ubuDwO4w