[project1dev] Re: Maps

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Feb 2010 10:02:38 -0800 (PST)

Yeah, I am more interested in normal maps, because you can keep your poly count 
low and have it compensated for in the map. Where as with a displacement map, 
it is more dependent on geometry and poly count.
 
It seems as though people are using normal maps more so than displacement maps, 
especially recently, and with models for games. 
 
I'm trying to figure what will be the best way to go, and it is dependant on 
what our engine/milkshape can handle, so I am trying to find a happy medium.

--- On Fri, 2/26/10, Larvantholos <larvantholos@xxxxxxxx> wrote:


From: Larvantholos <larvantholos@xxxxxxxx>
Subject: [project1dev] Re: Maps
To: project1dev@xxxxxxxxxxxxx
Date: Friday, February 26, 2010, 9:52 AM


Displacement maps are great for adding fine detail with a normal map, and can 
reprisent better detail in some areas that a normal map might not display as 
sharply. Combing these two can create some really solid detail that looks 
natural without adding as dense geomitry and therefore letting you draw in say 
a complex looking architectural design on a side of a wall - bump mapping would 
work in part for this, but with the displace map, and normal mapping, you'd get 
the feel of the geomitry. Displacement does tend to work better with a bit 
higher poly count, but can be a good halfway point to get a little more affect, 
and depth.

--- On Fri, 2/26/10, katie cook <ktmcook@xxxxxxxxx> wrote:

> From: katie cook <ktmcook@xxxxxxxxx>
> Subject: [project1dev] Re: Maps
> To: project1dev@xxxxxxxxxxxxx
> Received: Friday, February 26, 2010, 12:47 PM
> Haven't hear about paralax
> maps, I will check them out.
>  
> I know what displacement maps are, but haven't
> really seen them used in a way that I think looks good. But
> I will look into that too.
>  
> Thanks Alan, =)
>  
> katie
> 
> --- On Thu, 2/25/10, Alan Wolfe
> <alan.wolfe@xxxxxxxxx> wrote:
> 
> 
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Maps
> To: project1dev@xxxxxxxxxxxxx
> Date: Thursday, February 25, 2010, 2:45 PM
> 
> 
> 
> oh but other maps you might be interested in hearnig
> about, try googling these:
>  
> paralax map
> displacement map
>  
> and if you run across this:
>  
> height map
>  
> that one is actually a different kind of map, not the
> kind you are thinking about, a height map is just a way of
> representing terrain (mountains, valleys, sand dunes
> etc)  (:
> 
> 
> On Thu, Feb 25, 2010 at 2:40 PM,
> Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> 
> 
> Yeah
>  
> mip mapping is usually taken care of by the engine
> although i think sometimes the artists can specify # of mips
> for specific textures.
>  
> Basically, in a 3d game, the video card has
> to be able to render textures at different scales (as you
> notice, when something gets farther away from the camera it
> gets smaller...).
>  
> It can do this one of 2 ways..
>  
> #1 - scale down the image on the fly every frame (this
> usually either results in textures being scaled quickly so
> that they are ugly, or results in frame rate dropping
> because they are scaling the textures nicely which takes
> longer)
> #2 - Scale the image a bunch when it's first
> loaded and store the scaled images in memory.  This is
> called mip mapping and lets you scale images nicely (ie
> bilinear or trilinear filtering etc) and store them in
> memory.  This makes it so you use more video memory but
> scaled textures look better and the game runs faster.
>  
> Im curious, what has you investigating mip maps?
> (:
>  
> and btw, mip maps are not the same kind of map like
> specular maps and normal maps are, it's a completely
> different kind of thing.
> 
> 
> 
> 
> On Thu, Feb 25, 2010 at 2:26 PM,
> katie cook <ktmcook@xxxxxxxxx>
> wrote:
> 
> 
> 
> 
> 
> 
> Hey Guys,
>  
> Another question, does anyone know much about MIP
> mapping? I get the general concept of what it is/what it
> does, but I am wondering if it is applicable in our
> situation, or in what situation/game it would be
> applicable...
>  
> Gonna google it too, but any info you guys have would
> be much appreciated. Its always better from a artists point
> of view. =)
>  
> Thanks
> Katie 
> 
> 
> --- On Thu, 2/25/10, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> 
> 
> 
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Maps
> To: project1dev@xxxxxxxxxxxxx
> Date: Thursday, February 25, 2010, 2:21 PM 
> 
> 
> 
> 
> 
> 
> Hey Katie,
> 
> Currently I'm upgrading the editor but after that
> I'll be moving back to graphics land and upgradin our
> graphics.
>  
> Milkshape supports NO maps.
>  
> Our game however currently supports normal maps
> (doesnt look like it should cause it needs an upgrade but it
> works).
>  
> For now we (Kent or I) have to set up the loading
> level script to apply the normal maps to an object (which is
> no problem, nothin to worry about there)
>  
> In the future, you'll be able to apply the normal
> map from the editor.
>  
> Now because you are asking about other kinds of maps
> like specular maps, YEP we can do those!
>  
> The game doesnt currently support them but specular
> maps for one should be not too hard so feel free to use them
> (:
> 
> On Thu, Feb 25, 2010 at 2:14 PM,
> katie cook <ktmcook@xxxxxxxxx>
> wrote:
> 
> 
> 
> 
> 
> 
> I think the kids need more maps, there just arent very
> many maps....=) ANYWAY,
>  
> Hey Guys,
>  
> I was wondering about what kind of maps the
> game/milkshape supports, IE. bump, specular, normal
> maps.
>  
> Let me know what you know and limitations your aware
> of.
>  
> Thinking about learning/playing with normal and
> specular maps, but thinking probably only bumps are going to
> be supported for now...
>  
> Wishful thinking, some fun ideas in mind. =)
>  
> Katie
> 
> 
> 
> 
> 
> 
> 
>       


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