Thanks a lot!

The idea behind it is really simple.

There's one main image.

1. Depth Map.
It's being drawn on a small bitmapdata which size is the same as polygon count of the mesh. So for every point on the mesh i grab the pixel color. White is up, black is down.

2. Texture.
Resized and drawn on 512x512 original one. If you use transparent pngs/gifs, you can stack them up.

3. Normal Map.
Fake one but works :)
http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1817528 <http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1817528>

And that's more or less it.
Then whatever you draw on original bitmap will work.
Only limitation is: that's only a depth map - you're just going from a small sphere to a big sphere.

Marpi


On 24/03/2011 1:21 p.m., Jon Bradley wrote:
Very cool!

I'd love to hear more about how you put this together.

Are you using normal mapping and shifting the UV map to get the animated 
content – and using a 'brush' with a proper normal gradient map that's being 
pushed onto the texture?

Wondering how you're getting the form + animation treatment. Hope you can share 
some thoughts, content or other ideas on it!

- j


On Mar 23, 2011, at 6:15 PM, marpi wrote:

Hi
We've used Broomstick to create a 3d sculpting, mesh animating experiment.
Still not finished, but was really fun to code.

http://rhizopods.com/

You can either upload an image or choose a brush color on the left and carve 
with your mouse.
Let me know what you think :)

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