Next Generation by Curio
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Description
I haven't posted anything in ages - mostly because I've been busy at my new job - I'm working for a UK games developer. We're working on "Next Gen" technology, and this is an example of it (what I made today). We work in LW, hence this is in the LW gallery - but this isn't a LW render - this is the game engine. One of the technologies involved is "normal mapping" - or "poly bump" - the result of which is that flat polys appear to be hi-res meshes - i.e. - the sides of that console are entirely flat - the keys, etc, don't exist! It's a very exciting field to be working in, especially as this stuff often surpasses my usual Bryce renders - but in real time at 90fps!!
Comments (11)
fozzibear
Looks very interesting, hope to see more pete as you go along with it
depakotez
That's very cool. Never underestimate the power of the bump, is that the message? :)
Curio
It's not bump Tom - bump only carries the info of distance from the surface along the normal. Normal Mapping carries the info of thousands of normals that aren't actually there. I think you probably have to see it moving with 3 or so dynamic lights to get the full effect.. :)
Malakh
Damn, your job sounds like soo much fun. oh, and the pic looks real cool.
mqshocker
Hey Pete ,Congrats on the New JOB . I just knew that you and gaming would be a perfect match someday ...Fantastic Image .....your right lighting and bumps .wish sometimes the veiwer could actually see the rough draft before render to get the concept of what they dont see...I had a image once Post render were I lost the main object just because of the lighting and cameras in the scene around the object .... Bravo agian pete -MQ
chewy1
Looks cool Pete - Its amazing how the lighting picks out the textures on a flat surface and manages to appear so 3D - Quite an illusion! :) great work mate!
Fillingim
Looks good!!
Moebius87
That is very impressive. Not sure how you are achieving this, but it is very impressive.
Ev3rM0r3
actually this technique is simple.. but you do have to have a great skill in texture making.. you just map on a texture that loooks like the real thing.. but this is a well done pic.. - James
Curio
Thanks James! - but that's not it. A high resolution counterpart is created along with the low res mesh. Software records the normals from the Hi-Res and creates a normal map texture which is "baked" onto the low-res. The renderer takes all the surface information for the object from the map which is applied to it's surface. Hence, the low-res object reflects light as if it were a hi-res object.
astralkid
great stuff !