The difficulty is that the normal map encodes information about the 3D surface of the material using the red, green and blue channels of the image. The problem lies in actually generating a correct bump map (or more correctly, a normal map). Actually adding a bump map to your model is quite easy – in Gmax you simply add the map into your material definition, and in FSDS you just need to add a one-line tweak with FSDSxTweak. Most modern graphics cards will apply bump maps to a material almost for free. Bump mapping is a great way to increase the visual complexity of your model without actually increasing the number of polygons or drawcalls.
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