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hi-poly to low-poly without losing detail
#55550
09/19/05 04:53
09/19/05 04:53
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Anonymous
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Anonymous
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Hi. I have a 27,000-poly Epcot sphere model and to improve performance, I would like to have the hi-poly model attached to a 768-poly model; thus, improves performance.
Will the normal mapping technique work on that situation?
I have an ATI Xpress 200 series chipset with graphics capability, which supports PS/VS 2.0.
I'm hoping to get the SMEE2 Pro when it comes out. It seems, though, that I won't be able to do normal mapping technique with FFP. However, my model that I have in my hard drive, won't be used in a game, but I would add in the model if I'm going to be developing future games, on which in the future, most (if not all) gamers will have their PCs equipped with a video card that supports VS/PS 1.1 or better.
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Re: hi-poly to low-poly without losing detail
[Re: Matt_Aufderheide]
#55552
09/19/05 07:31
09/19/05 07:31
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Anonymous
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Anonymous
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OK. Since I don't have SMEE2 Pro yet, how do I get the hi-poly model into a low-poly model using a normal mapping technique? This is the one that I intend to use (note that I put too much specular effect to the left where light source orginates in MED): 
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Re: hi-poly to low-poly without losing detail
[Re: Machinery_Frank]
#55554
09/20/05 04:19
09/20/05 04:19
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Anonymous
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OK. I've got Melody, now here's my question. To keep the same look as a reference (hi-poly) model, how do I get the low-poly model (1900 poly sphere) to look the same as the reference model? I started Melody, added in the working (low-poly) model and a reference (hi-poly) model, clicked in Align Model to move the reference model to align with working model, and I clicked in Generate Normal Maps without any settings changed. And here's the result:  While I don't understand the concepts of normal mapping, how do I get it so looks the same as the hi-poly model?
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Re: hi-poly to low-poly without losing detail
#55555
09/22/05 16:41
09/22/05 16:41
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Joined: Jun 2005
Posts: 54
iWaNtToKnOw
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Junior Member
Joined: Jun 2005
Posts: 54
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the consept is realy simple, you will only need to understand what is normal of the surface. if you see the normals of your hi-poly ball and the low-poly you will see a BIG diference. the normal map is the image of the hi-poly normals, so when you apply it to a low-poly model the shader simulate the image normals in the low-poly object.
Tell Me, iWaNtToKnOw!
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Re: hi-poly to low-poly without losing detail
[Re: iWaNtToKnOw]
#55556
09/22/05 17:08
09/22/05 17:08
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Posts: 4,131
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Re: hi-poly to low-poly without losing detail
[Re: Matt_Aufderheide]
#55557
09/23/05 17:57
09/23/05 17:57
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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same for me. Melody cannot export models. It crashes every time. What tool should we use instead? I can create normalmaps with Lightwave but they are object space normalmaps. I think we need tangent space normal maps. I am moving into a dead end.  Frank
Models, Textures and Games from Dexsoft
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Re: hi-poly to low-poly without losing detail
[Re: Machinery_Frank]
#55559
09/23/05 19:35
09/23/05 19:35
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Joined: Jun 2005
Posts: 4,875
broozar
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well, for me, melody works fine. but if it doesn´t for you, 3dsMAX has several tools to reduce the polys and export normal maps (free plugin).
if you don´t have MAX... well, i do not have as much money to buy every high-end modeller in the world to search for solutions. strange why melody crashes for you...
Last edited by DaBro0zar; 09/23/05 19:35.
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