Some links to your away scene and maps might help us shed some light (ho,ho) on your normal map nightmare... Modelling clothes, I've done quite a bit of work with Away and normal maps and might be able to help.
One tip, not really applicable to a pillar, but for other stuff, in Max you can preserve the poly count near edges, while optimising large areas where normals work best. This gives you a smaller model, while maintaining silouette fidelity, though obvoiusly not at low a poly as optimising the entire model. Cheers, Pete Mc On Jan 15, 11:31 pm, Fabrice3D <[email protected]> wrote: > there are also other factors playing a role such as: > not every app does generate the normalmaps the same way. I've seen generators > having visible faces in the output > so indeed with lots of faces it seams smooth, but these can affect the > rendering once the colors get shifted. same model, different maps, different > renderings. > Also pixel sampling plays a role as well, especially noticable on fine > detailing bump information. In flash we rely on map size and how gentle the > player will scale it during the rendering process. > we have no control on this. > > Of course, not to forget: our code might need optimisation. > For the Prefab nm generator for instance, I've redone a few times the class > core to get most out the model as I could. > But at some point, you reach a certain generation/quality/rendering speed > balance you accept and are happy with. Until you decide to burn a few > neurones on the subject again. :) > > Fabrice > > On Jan 15, 2010, at 11:00 PM, Peter Kapelyan wrote: > > > 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
