That is the correct term, but their are two kinds you will see often: 
objectspace maps and tangentmaps
or same with other names, like worldmaps, linearmaps...

You'll need objectspace in Away. We hope one day support both.

To identify them, the rainbow colored one are the objectspace one. The blueish 
are the tangent variant.

if you do not use the right one, the lighting will work, but will not present 
the shades you'd expect.
Someone on this list just experienced this problem not 2 days ago.

>> something better done in a 3D App, not PreFab.
its semi true. only if you use a gigantic map, because in the end, you can 
store only one normal per pixel.
the only limitation Prefab has here is not the trace but the parsing of a 100k 
plus model.

Fabrice

On Feb 10, 2010, at 9:21 PM, antoniolea wrote:

> Is there a different term for "normal map" in 3d applications such as
> 3ds max? Or is that the correct technical term used?
> 
> 
> 
> On Feb 10, 12:12 pm, Peter Kapelyan <[email protected]> wrote:
>> You can make those "Normal Maps" with PreFab, or most 3d Applications (Maya,
>> 3DSMAX, Lightwave etc).
>> 
>> However, a normal map is most effective when made from a really high poly
>> object, something better done in a 3D App, not PreFab.
>> 
>> Then you can apply that normal map to a low poly version of that object.
>> 
>> -Pete
>> 
>> On Wed, Feb 10, 2010 at 3:02 PM, antoniolea <[email protected]> wrote:
>>> I'm looking at the skin texture maps and I am curious how these
>>> textures are created...
>>> ie:
>> 
>>> http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMu...
>> 
>>> Thanks a lot!
>> 
>> --
>> ___________________
>> 
>> Actionscript 3.0 Flash 3D Graphics Engine
>> 
>> HTTP://AWAY3D.COM

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