Author : haikai

TF2: Polycount Pack

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Gizmo's Avatar
Old (#76)
What is the point of object space normal mapping (apart from it merely existing as an alternative option to sampling tangents)?

Is there any reason one would ever use object space normal mapping? In what situation would you sample with an object space normal map rather than tangent space, and why?
"Success is a journey, not a destination"
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Offline , vertex, 26 Posts, Join Date Feb 2006, Location England  
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CrazyButcher's Avatar
Old (#77)
tangent space:
works when animated,
can be handpainted (well converted from classic bump/height map),
less memory, can be reused on different surfaces (think map brushes)

object space:
faster, no problems with all the "what renderer uses what tangent creation method"
not flexible, not applicable to different object,
cant mirror uvs -> more memory, unique mapping needed
Offline , polycounter, 1,192 Posts, Join Date Nov 2004, Location Germany Send a message via ICQ to CrazyButcher  
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Eric Chadwick's Avatar
Old (#78)
This post might be helpful too.
http://forums.cgsociety.org/showpost...mp;postcount=7
Offline , Polycount.com Editor, 4,837 Posts, Join Date Oct 2004, Location Boston USA  
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PrayingMantis's Avatar
Old (#79)
All the links are broken ?
My brain is also out. Too much information, that's a totally new world I'm trying to conquer, but that's awesome.
Thanx for sharing.
Offline , vertex, 27 Posts, Join Date Jan 2007,  
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Vig's Avatar
Old (#80)
Links are broken because the thread is over a year old, welcome to the interweb-u-tron =P I think someone has it archived and saved in PDF format. I forget who tho =/
Offline , Grand Marshall Polycounter, 9,705 Posts, Join Date Oct 2004, Location Seattle, Wa Send a message via MSN to Vig  
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Gizmo's Avatar
Old (#81)
[ QUOTE ]
All the links are broken ?
My brain is also out. Too much information, that's a totally new world I'm trying to conquer, but that's awesome.
Thanx for sharing.

[/ QUOTE ]
Here is the valuble PDF which helped me imensly. Thanks again Rorshach!

Pleased for you you found this, and that someone (me) still has some files from it.

GOLD
"Success is a journey, not a destination"
www.3dstyle.net
Offline , vertex, 26 Posts, Join Date Feb 2006, Location England  
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aniceto's Avatar
Old (#82)
This thread is how I found the polycount forums
TRUE STORY
Offline , triangle, 414 Posts, Join Date Feb 2006, Location Canberra Send a message via MSN to aniceto Send a message via Skype™ to aniceto  
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PrayingMantis's Avatar
Old (#83)
Sorry,
The thread is old but still valuable, thanks for the link.
I hope I will not boring you but I can't understand how do you make the 3/4 trix for the map.
How do you manage your uv to be able to do a things like that 3/4 trick
Offline , vertex, 27 Posts, Join Date Jan 2007,  
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tremulant's Avatar
Old (#84)
big thanks to you kev. Lots of valuable info in here
Offline , triangle, 334 Posts, Join Date Apr 2006, Location pittsburgh, pa  
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Eric Chadwick's Avatar
Old (#85)
Uploaded the PDF to the wiki.
http://wiki.polycount.net/CategoryEnvironment
Offline , Polycount.com Editor, 4,837 Posts, Join Date Oct 2004, Location Boston USA  
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pliang's Avatar
Old (#86)
Juicy, thanks Eric.
Portfolio: http://peterliang.wordpress.com/

CG Generalist available for work.
Offline , card carrying polycounter, 2,107 Posts, Join Date May 2006, Location Canada Send a message via MSN to pliang  
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