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View Full Version : can i do normal mapping Doom 3 Style in Max 5?


brisck1
03-04-2003, 10:14 AM
I have been reading about the technique that id are using for Doom 3 to make there models so realistic is called 'normal mapping' in which they make a high and low poly version of a model and use the high versions normal mapping and apply it to the low poly version somehow. Anyone know how this is done exactly and whether it can be achieved in 3D Studio MAX?

We do a lot of realtime work here so it would a great boots if this is possible!

Cheers

kuman
03-04-2003, 02:29 PM
sup brisck,

i work with this too at my job a lot

our pipeline goes like this.

first we build the low poly guy in 3ds max
and then the hi poly (low poly first to get a sense of sillouette for better reference on the hi poly, obviously this can work the other way too, if you have a well defined hi poly guy its easy enough to build a low version)

then we use this tool from mankua called texture kiln
you can find it here, right now its a public beta so its free
http://www.mankua.com/texkiln.cfm
its a great tool, the lead artist here helped to develop it in terms of features and qa

texture kiln is basically a texture baker that will fire out rays from uv chunks and derive a slew of different things from it, one of which is the dot3 bump map, aka normal map

after we have the normal map (careful about mirroring uv's, common practice but unless your engine can support a mirrored light solution, things on the mirror side will be backwards) you map it back onto the model.

texture kiln comes with a normal map type material you can put into the bump channel for rendertime preview or you can use directx in max and the metal bump shader to preview it in viewport, the metal bump shader is kinda ass though. we prefer to use a quick little tool by ati called the normal map viewer. i'm sure you can find it off ati's site.

after that you're done basically, you got the normal map, that's mapped on to the model and the rest is basically your end on pluging back into your engine.

hope this helps. by the way, you mentioned you do a lot of real time work, where do you work?

take care
-k

brisck1
03-04-2003, 02:58 PM
Cheers mate!
I work for a company called Dt Media in UK we specialise in realtime 3D Army RAF and Navy recognition systems as well as all other areas of 3D including animation and TV production work.

www.dtmedia.co.uk