Doom III Normal Maps

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16 comments, last by adam17 21 years ago
That''s what normal maps are all about. Your normal resolution is determined by how large textures you put on the model, not your number of vertices.

ATI has a normal map generation tool that''ll take a high-res and a low-res model and generate a normal map. I believe nVIDIA has the same thing. Download their SDKs, they are excellent resources.

Oh, and any game that says "per pixel lighting" and "bump mapping" probably does the same thing. It''s been around for a while. Doom III is by no means the first to do it.
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This is a great tutorial that explains everything:
http://users.ox.ac.uk/~univ1234/tutorials/simplebump/simplebump.htm
Thanks Etus. That tutorial explains it really well.... Even I understood it
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Doom3 is not the only game doing it farcry has a good version it's called polypump.

Crytek's polypump

it is free to use for non-commerical projects and students.

can take a 15,000 poly model down to 1500 with no loss in detail.

check the link above for details.

[edited by - themonkster on March 31, 2003 10:43:50 AM]

[edited by - themonkster on March 31, 2003 10:44:52 AM]
nice article about normalmapping, check it out:

http://www.3dkingdoms.com/web/tutorial.htm
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I dont know if anyone mentioned this, but also the ATI developer sight has a program that converts any texture into a normal map,
Its not the same as polybump, sicne I think poly bump is just using actuall polys instead of textures, but using textured normal maps would probably be a good start. Also, check out NeHes bumpmap tutorial
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quote:Original post by Anonymous Poster
Oh, and any game that says "per pixel lighting" and "bump mapping" probably does the same thing.


Plain and simply wrong. Per-pixel lighting is any method that has per-pixel accuracy when it comes to lighting, there are several methods to do this.

Using your quote, you are saying that Doom 3 and Quake II use the same lighting techniques? Quake II uses per-pixel lighting, so does Doom III, yet, the methods used are far different.



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Ok, so you have a handle on normal maps this might be of interest - this is about making a "map" from the geometry as well.

http://research.microsoft.com/~hoppe/gim_lowres.pdf

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