Lord Ned Posted November 1, 2009 Report Posted November 1, 2009 ":2115qh5i]So yeah, as you can see if you have a good high poly, is pretty much just another map to bake. You can also extract a heightmap from a normal map generated from crazybump for example, to use on terrain or those rock walls shown on that vid, but the artist got to be very careful with the artfcats, and try to get a very smooth heightmap and avoid abrupt transitions. If you look at the Uniengine demo, the Dragon's spines curve as they grow out of his chest. How does that work with a 2d map? Quote
-HP- Posted November 2, 2009 Report Posted November 2, 2009 Yep, buddy pretty much summed it up. Lord Ned, I spoke with that buddy of mine, and he told me there's no other tricks in there. It's just the heightmap doing it's magic with the tesselation. He even said it could be beter, because there's some parts on that mesh that doesnt need to be sooo tesselated, cos you can tell that in that dragon, everything is being tesselated uniformly, dx11 should create lods and non-uniiform tesselation tho. Anyway, here's the tests I was talking about. That's not DX11 though, that's running on dx10 with the tesselation algorithm that my buddy created. As you can see, there's some artifacts in there, due to the 90º angles. High Poly modeling phail, it could be fixed with a slighlt blur brush on PS tho, and it should be fine. Quote
Sindwiller Posted November 2, 2009 Report Posted November 2, 2009 Get yourself some graphics card with a hardware tesselation unit and shape it up in GL without the need of DX11 If you look at the Uniengine demo, the Dragon's spines curve as they grow out of his chest. How does that work with a 2d map? The visual result is similar to the one with parallax mapping or any other, more sophisticated parallax mapping algorithm, except that it outputs real geometry, so in a way real time relief mapping as you're used to it in raytracing renderers with a catch. Quote
Pericolos0 Posted November 2, 2009 Report Posted November 2, 2009 ":2cy9elhu]So yeah, as you can see if you have a good high poly, is pretty much just another map to bake. You can also extract a heightmap from a normal map generated from crazybump for example, to use on terrain or those rock walls shown on that vid, but the artist got to be very careful with the artfcats, and try to get a very smooth heightmap and avoid abrupt transitions. If you look at the Uniengine demo, the Dragon's spines curve as they grow out of his chest. How does that work with a 2d map? it's a displacement map combined with a normal, so the pixel displaced gets moved along a normal as well, allowing really weird shapes =) Quote
Sentura Posted November 6, 2009 Report Posted November 6, 2009 ":kctvwrbp]So yeah, as you can see if you have a good high poly, is pretty much just another map to bake. You can also extract a heightmap from a normal map generated from crazybump for example, to use on terrain or those rock walls shown on that vid, but the artist got to be very careful with the artfcats, and try to get a very smooth heightmap and avoid abrupt transitions. If you look at the Uniengine demo, the Dragon's spines curve as they grow out of his chest. How does that work with a 2d map? it's a displacement map combined with a normal, so the pixel displaced gets moved along a normal as well, allowing really weird shapes =) watching the video, i noticed there was a drawback to this method: if done incorrectly, it will look as if the given tiles are moving. i noticed it as the camera went over the brick road. Quote
-HP- Posted November 6, 2009 Report Posted November 6, 2009 Really?! Cos that's exactly the same visual bug that happens with Parallax, but never with actual tessellation. Quote
dux Posted November 6, 2009 Report Posted November 6, 2009 So isn't this just like a 100000000000 polys on a single item or what? Quote
Psy Posted November 6, 2009 Report Posted November 6, 2009 So isn't this just like a 100000000000 polys on a single item or what? As far as I can tell, yes. Quote
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