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doom3 models

Started by Magnus Wootton Dec 25, 2004 at 1:46 PM 2 replies 750+ views
Original Post
Magnus Wootton
Magnus Wootton
do you know where i can find the algorythm that gives the low poly version of the mesh normals that make it look like its high poly version. i have come up with an idea tho. say you have a tech floor all modelled up, converting it to a normal map is easy. you just planar wrap it and draw the triangles normals onto the uv map and save it. what if i split the model into sections due to normal interference then planar wrapped the triangles normals on it. note you could phong shade all the normals here also, so it would even benefit box modelling. can you see its the same idea just across a models surface instead of a flat floor? would it work
stop picking your nose
Ainokea
Ainokea
Dont post more then once. Its naughty.
______________With the flesh of a cow.
Magnus Wootton
Magnus Wootton
im actually 2/3 the way there. just some minor details to get through.
then ill have my models ready.

the basic idea was i wrapped the model, took out vertices and the normal map
stays the same. the thing, your not allowed to take out special vertices out of the wrap.
or are you people so busy doing landscapes you forgotten to learn how to wrap curving surfaces.

i think ive got it covered. but just telling me if im wrong would be appreciated.
stop picking your nose

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