The only difference you will notice is the actual silhouette of the geometry, really. If the sides or silhouette are smooth, then it will look higher poly. The rest (inside of silhouetee) is basically painted in, so normal maps help because they paint in that area with color, instead of actual geometry and shadows. So the trick to low poly+normal maps may be finding the right "smoothness" of the silhouette and still maintain as low poly as possible - it's trickier when you are limited by the renderer, such as flash player, which isn't powerful enough to render 100,000 triangles per frame at 30+ fps (yet) :/
On Fri, Jan 15, 2010 at 4:42 PM, Michael Iv <[email protected]> wrote: > My final model in Away3 is around 490 faces compared to 36000 on HP . I get > your point and generally when I am creating stuff for Unreal the difference > between low poly and high poly is huge as well. > It is like HP-45000-50000 vs LP 1500-2000 ,and still I am getting lowpoly > that are looking very close to HP . Is that possible that because of the > lighting and rendering system nature that the effects in Away3D are less > impressive in this particular matter? May be I am just a kind of dumbass > to compare two things ???? > > > On Fri, Jan 15, 2010 at 11:27 PM, Peter Kapelyan <[email protected]>wrote: > >> Well that is the purpose of normal maps (in video games and cosoles), so >> you don't have to use a 200,000 poly object, you can get away with almost >> the same "look" with a 2,000 poly object. However the reason you may be >> seeing a bigger difference, is because maybe your object is too low poly. >> When they make a "low poly" version for games/cosoles/PC's that can handle >> thousands of polygons, they make an object that still looks smooth in >> silhoutte form, so it doesn't look low poly or have jagged edges. >> So low poly for a OpenGL or whatnot may be 2,000-10,000 poly's, while in >> away3d, 2,000 - 10,000 polys might just make Flash player choke. So >> unfortunately in Away3D you would need to cut that polygon count by ten >> maybe, 1,000 polys instead of 10,000. So it's much lower poly than you'd >> expect fromt the low poly in consoles and video games :/ >> >> On Fri, Jan 15, 2010 at 4:21 PM, Michael Iv <[email protected]>wrote: >> >>> That is exactly what I have done .My normal map was generated from HP >>> (some 36000 faces). Also when I am using this process for the Unreal , let's >>> say I am creating a tube with 6 sides but the normal map for this tube I am >>> creating from the tube with 32 >>> sides and after applying this NM to 6 sides' tube in unreal it looks >>> like 32 sided tube . Now about what you have said:*Normal maps don't >>> make a low poly object look highpoly, they just retain all the lighting >>> information from a high poly model and all the details it may have from the >>> lighting.*" -did you mean that is the purpose in away3D ? >>> >>> >>> On Fri, Jan 15, 2010 at 11:11 PM, Peter Kapelyan <[email protected]>wrote: >>> >>>> Normal maps don't make a low poly object look highpoly, they just retain >>>> all the lighting information from a high poly model and all the details it >>>> may have from the lighting. >>>> If you wanted it to look more detailed ,you would need to create the >>>> detail from a higher poly object, and possibly increase the size of the >>>> normal map to retain all that detail. >>>> -Pete >>>> >>>> On Fri, Jan 15, 2010 at 4:07 PM, Michael Iv <[email protected]>wrote: >>>> >>>>> Hey all , I would like to suggest something and if I am wrong ,please >>>>> correct me. >>>>> I was playing today at home with normal mapping in Away3D (3.4) and >>>>> come to the following conclusion . My conclusion is based on normal maps >>>>> functionality and purpose in video games engines . I am in my spare >>>>> time create some level design and MODing for UNreal Engine .There I >>>>> use normal maps ( as it is in all engines) for rendering low poly model >>>>> looking like high poly and it looks great. Today I created a HP pillar in >>>>> MudBox ,then imported into 3Ds Max , then from it created low poly , then >>>>> projected high to low and created normal map -all the process like it >>>>> should >>>>> be . Now ,after creating Away3D scene and assigning >>>>> Dot3BitmapMaterialF10 as >>>>> material with my normal map i first of all really could see that the >>>>> lightsource causes the geometry to look deep and detailed but the geometry >>>>> itself doesn't look high poly at all . I mean the light traces all the >>>>> deep >>>>> texture details on the object but overall shape is still low poly . My >>>>> question is if that is the way NM work in Away3D or I missed something in >>>>> my >>>>> work??? >>>>> >>>>> Any help will be appreciated !!!! >>>>> >>>>> -- >>>>> Michael Ivanov ,Programmer >>>>> Neurotech Solutions Ltd. >>>>> Flex|Flash |Air |Games|OS| >>>>> Tel-0526237969 >>>>> [email protected] >>>>> [email protected] >>>>> >>>> >>>> >>>> >>>> -- >>>> ___________________ >>>> >>>> Actionscript 3.0 Flash 3D Graphics Engine >>>> >>>> HTTP://AWAY3D.COM >>>> >>> >>> >>> >>> -- >>> Michael Ivanov ,Programmer >>> Neurotech Solutions Ltd. >>> Flex|Flash |Air |Games|OS| >>> Tel-0526237969 >>> [email protected] >>> [email protected] >>> >> >> >> >> -- >> ___________________ >> >> Actionscript 3.0 Flash 3D Graphics Engine >> >> HTTP://AWAY3D.COM >> > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Flash |Air |Games|OS| > Tel-0526237969 > [email protected] > [email protected] > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
