nice, but high poly creates lag
lag decreases playability
halo 1 has bump mapping, but it's only sunbaked, it shows in ingame lights, not like halo 2 where the mapping automatically shows
demon, read the thread. He makes a hi poly mesh of the object in either Z brush or Mudbox, and uses that mesh to create a displacement normal or something in max, i think and he applies that normal onto the lower poly rock. It isn't actually any higher poly than what it was to begin with ingame.
Also, halo 1 only displays the bumps when a dynamic light is shined on them, they're not "sunbaked". Halo 2's actual radiosity or sun power in a map is actually a dynamic light, and thats why bumps always show, because theres always a dynamic light in place somewhere. I'm not exactly right with the full details but it's somewhere along those lines.
Also, if you don't have Zbrush or couldn't be fucked doing hi poly meshes, do what I do, and just paint a greyscale bump map of the cliffs and then convert it to a normal map with the nvidia plugin, like so:
Btw, thats an old pic >_>
Last edited by DaneO'Roo; May 31st, 2007 at 08:55 AM.
Bud, you have really missed the concept. There is no HIGH poly mesh in game. This method simply captures the silhouette of the super high poly object and creates a normal map to be used on the Low poly mesh. Thus creating a great looking low poly mesh in game. Thats the beauty of bump/normal maps. Creates an illusion of high poly objects with out waisting a ton of polys.
http://www.madworkzstudio.com/tut/tut.swf
Found that looking through his tut section. It is the same thing, I'd try right click save-as. And Madworkz, if you don't want that link there for some reason, I'll remove it (they are his files).
There are currently 2 users browsing this thread. (0 members and 2 guests)
Bookmarks