nbohr1more Posted January 4, 2012 Report Share Posted January 4, 2012 Perhaps i suffer from the mappers syndrome. I'd say so. One thing that you may be having an issue with is that Doom 3's reliance on normal maps has two troubling consequences: 1) Since they eat Gallons of texture memory, your budget for unique textures is lower and hence more repetition2) With older static lit engines, you could use hand-drawn "bridge textures" to add nuance and detail to material transitions.......with normal maps these transitions would need to be made as high-poly models and baked to a model that is a copy of the brush geometry (unless you've got an eye from drawing normals by hand...) Problem 2 is something that I've been considering awhile now. The answer to how "solvable" it is comes down to: 1) Is there a tool that can convert Normal Maps back to geometry (Oneofthe8devils had a doom3world thread that implied there was...) ?2) Might it be possible to modify the "renderbump" command to work with brushes and patches?3) Are there any tools that can convert normal mapped brush prefabs into "virtual high-poly models" in real-time to "sculpt normals" Blender plugins (etc). I'm surprised that such solutions would never have been discussed before given how widespread the use of Normal Maps are butI guess that since UE3 is heavily biased towards Modelers (as the core content creators) that the topic has not really been broached thatmuch by the industry... Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.