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View Full Version : Game Art, normal maps & vector displacements


Rawz
25th Jun 2008, 07:41 PM
I've really got a lot out of a site called Game-Artist.net (http://www.game-artist.net/forums/) where threads like Washed up Wolverine (http://www.game-artist.net/forums/finished-pieces/5665-washed-up-wolverine.html) really helped me understand what a 'normal map' is, and see how they are applied via the - high poly model exported as normal map to low poly model - workflow.

This is a bit of life dream so I'm looking to see if I can get this workflow for myself. Being new to sculpting I'm starting in Modo which is proving a lot of fun with mesh sculpting, especially with a Wacom!

So, theoretically, I am looking to export a higher res mesh as a normal map, and apply it through something like the Normal Map node in the Image nodes in Lightwave, yes?

Modo also has some sculpting methods via painting bump and vector displacements? Vector displacements, I've learned, is another and apparently more true mode of displacement, although it is proving not a very viable process.

But can Lightwave handle vector displacements?

Rawz
26th Jun 2008, 01:37 AM
SplineGod from SpinQuad said one of Denis Pontonnier's nodes was a way to apply vector displacements in Lightwave.

In the 'Displacement' section of Denis' (http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html) 'DPKit' is a Vector Map that can directly use Modo's EXR vector displacement format.

John Marchant pointed me that way earlier but now with a specific need this is the first time I've checked 'em out, and LO! isn't there a lot to play with there. (Thanks John.)