It is the same thing engine-wise, only the way the normal map (which bump maps are converted to as well) is generated changes. Normal mapping can be used for appearance preserving reduction, which you probably mean. Ogro did some great normal maps by modeling high-poly versions of the original Quake monsters and generating normal maps from them and the original models. Looks very nice.
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Anonymous
-
2004-08-13
"Ogro did some great normal maps by modeling high-poly versions of the original Quake monsters and generating normal maps from them and the original models. Looks very nice."
Got a link to some screenshots or a download? I'd like to see it.
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I know tenebrae uses bump mapping on the skins of its models, but for Tenebrae2 have you considered implementing normal mapping?
it works on a similar principal and will make the quake models look higher poly..
It is the same thing engine-wise, only the way the normal map (which bump maps are converted to as well) is generated changes. Normal mapping can be used for appearance preserving reduction, which you probably mean. Ogro did some great normal maps by modeling high-poly versions of the original Quake monsters and generating normal maps from them and the original models. Looks very nice.
"Ogro did some great normal maps by modeling high-poly versions of the original Quake monsters and generating normal maps from them and the original models. Looks very nice."
Got a link to some screenshots or a download? I'd like to see it.
Me too... im love to see Quake beefed up with new models and model-effects..
That would be http://www.planetquake.com/pandemonium/tenebrae/
what would take it farther would be to put the normal maps on higher poly models.
Not as high as the ones used to generate the normal maps but kind of in between the original models and the map-gen models.