Probably { url = fullsize } { img } thumbnail { /img } { /url }.blakjedi said:how do i do thumbnails so i do not post oversize pictures...?
I really wouldn't word it that way. It's not that it "isn't achievable with geometry", it's that "the necessary geometry density isn't achievable" to match parallax maps. Parallax mapping is simply an illusion based on a texture, but geometry is geometry. If you could achieve geometry on the same level of resolution as the texture, it will inherently be more accurate and consistent than parallax or whatever because it won't be limited by the precision of texture data, and it won't simply be an illusion -- the shape of the object itself is changed (something parallax and bump mapping alone can never achieve).not to mention that the parallax mapping in PDZ give a far more impressive result than COD2 and as i said is simply not achievable with geometry.
In PDZ and Kameo when you get right up along a wall... it had raised, not flat elements from every angle with fairly correct lighting... I can not see how geometry would have helped there... how do i do thumbnails so i do not post oversize pictures...?
I don't know what planet you're from; on planet earth, bumpmapping doesn't ACTUALLY create bumps, it just fakes it by modifying pixel colors to add illusional shading on an otherwise entirely flat surface.groper said:A Wall with fine-crafted or even with just ok bm looks 3d even if you watch it from a side angle unless you are talking for real crappy bm.
Not to mention that what you can do in game enviropments (walls and grounds etc) with paralax mapping is not achievable with geometry unless you spend half of your poly-budget for this part of the enviropment and let the rest of your game to looks like crap.
Nonsense. Not only was "polybump" not invented by them (they just slapped their own trademarked name on it), it was actually used by other PC devs before they did, namely id software and the Doom3 engine demo at that Mac expo back in 2001.If we watch in the past when CryTek brought the PolyBumping technique on the table it was a revolution for the video gaming.
Higher poly maybe, but who says MGS4 is light on the "maps"? It's got normal maps and specular level maps and god knows what just as much as any other game. And they're also clearly pretty high res, too. I don't know what or who gave people the idea that it's "lesser mapped" than a large selection of other games out there. Maybe if you were comparing to something that just piles on the effects and includes things like ambient occlusion, subsurface scattering and other things, that would be true.versus a supposedly high-poly lesser mapped game that has been touted as a better looking more aesthetically pleasing look
blakjedi said:Can anyone show me what the visual difference is between a game with high geometry and a game that is textured and mapped well? Its seems some prefer "loads" of geometry in their games to heavy mapping but I really can't see the difference to the point where someone is a snob about it...
Grall said:Question:
Where do you think your bumpmaps come in the first place, magicked out of thin air perhaps?
Real answer:
Generated from geometry.
Danalys said:thanks acert. i should probably have read up on them all before. sometimes i like to be free of knowlage of the conventional way to do things and work from base principals to think of ways things could be done. but that means i waste my time reinventing the wheel at times.