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Re: now that's stunning - DirectX 11
[Re: JibbSmart]
#310404
02/14/10 18:08
02/14/10 18:08
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Joined: Sep 2007
Posts: 1,093 Germany
Toast
Serious User
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Serious User
Joined: Sep 2007
Posts: 1,093
Germany
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Now, I don't get the fuss about the increased workload -- I disagree that a good displacement map cannot be hand-drawn. It can. It requires no more fidelity than a height-map used for parallax occlusion mapping. My understanding was that there's more about it than just an 8bit greyscale displacement map by also giving info on which parts should get additional details first for the adaptive tesselation. That's more about math than doing art which is why I doubt it's possible to just let a standard 2D artist do that... That's why you need to actually model the high poly 3D shape / train your guys to use ZBrush so it's still more painting than modelling. For normal maps you could be sloppy when creating them for not so obvious surfaces as the effect doesn't work that good anyway when being really close - that's different when you actually create real geometry...
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Re: now that's stunning - DirectX 11
[Re: Pappenheimer]
#310434
02/14/10 20:19
02/14/10 20:19
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Concerning the art workflow: I am working on a new sci-fi texture set. And this time I model every texture as a high poly model in Modo. Then I bake normal map, height map and ambient occlusion map into a single plane. This is very easy in Modo, it can be done with a single click for each of them. And I can assure you: With a tool like Modo it is exactly the same speed as when I painted them in a 2d tool (The GIMP). Sometimes it is even faster and more simple. Actually I also just paint some objects only in 3d. So I don't agree that creating art became more slow this way. But we need more sophisticated tools to do so. Here is an image how it looks in C4 engine with parallax and horizon mapping: http://www.firma-geppert.de/Gamedev/Images/scifi2/c4_wall_hor.jpg And here is another image with good old normal mapping applied: http://www.firma-geppert.de/Gamedev/Images/scifi2/pipes.jpg The same maps would be perfect for displacement mapping in DX11, the underlying polygons just need the right resolution for tesselation. I watched this in the Heaven demo and they carefully built each geometry with an evenly distributed polygon flow.
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