Normalmaps for the Technical Game Modeler
Normalmaps for the Technical Game ModelerBy Ariel Chai, 15th of June 2010, all rights reserved.*Article is constant work in progress*This article is aimed towards technical modeling (such as weapons vehicles, pros, etc), and is made to give an overview of common normalmap issues, walkarounds and solutions. This article assumes knowledge of UV's, and the core idea of what normalmaps are. Theory : Implementation :2.1 Obtaining Clean Results Using Hybrid mapsNormalmaps are baked differently depending on object's smoothing. Each method has its issues and therefore we want to mix them to produce good maps. The theoretical walkaround to this problem, is to add more geometry to the edges - which makes them smoother, and lead to more accurate smoothing results by the realtime renderer. Although this walkaround is useful for objects with a few problematic areas - on objects with a lot of sharp edges the polycount overhead is tremendous and overcomplicates things.