NickCaligo42
10-20-2008, 06:54 AM
I'm familiar with the normal mapping workflow. Make a high poly version, make a low poly version, use one to make the normalmap texture for the other. No mystery. Lots of UV mapping in between.
Here's where I'm fuzzy on the whole concept, though. I know exactly how to handle it for a model of a character that's all one big mesh. I have positively no clue when it comes to doing detailed machinery, where the high poly's detail comes from a ton of separate parts and meshes not present on the low-poly model. I can't even begin to wrap my head around it.
For example, take the following image:
www.lostsystem.com/images/CubeofDoom.jpg
It's nothing fancy. It's a beveled cube with a bunch of cylenders stuck in the sides for "rivets." I literally just have them penetrating into the cube because it's a very efficient way of putting together the model. Suppose I wanted to generate a normalmap (I realize straight cylenders probably aren't the best things to do to demo it, but bear with me here) and map that detail onto just a regular beveled cube. How the heck does this work? Someone help me out here, I'm royally confused. It's so much easier to think of doing this for organic stuff where all the geometry exists on both models...
Here's where I'm fuzzy on the whole concept, though. I know exactly how to handle it for a model of a character that's all one big mesh. I have positively no clue when it comes to doing detailed machinery, where the high poly's detail comes from a ton of separate parts and meshes not present on the low-poly model. I can't even begin to wrap my head around it.
For example, take the following image:
www.lostsystem.com/images/CubeofDoom.jpg
It's nothing fancy. It's a beveled cube with a bunch of cylenders stuck in the sides for "rivets." I literally just have them penetrating into the cube because it's a very efficient way of putting together the model. Suppose I wanted to generate a normalmap (I realize straight cylenders probably aren't the best things to do to demo it, but bear with me here) and map that detail onto just a regular beveled cube. How the heck does this work? Someone help me out here, I'm royally confused. It's so much easier to think of doing this for organic stuff where all the geometry exists on both models...
