M[B said:you're asking whether Wii can do normal mapping and other advanced texture filtering, there is no way to say for sure just yet. The developer consensus - at least based on every software house I've spoken with - is no. [/B]Wii is more powerful than GameCube, yes, and in many ways it's more powerful than Xbox, too. But not everything about it is immediately superior to Microsoft's old hardware. Xbox had built-in shaders and Wii does not. To really be blunt, it is basically an overclocked GameCube with more RAM. If you don't want to hear that, I'm sorry, bit it's the truth. There are some people who believe that the architecture is capable of normal mapping due in large to the increased CPU speeds and greater RAM, but I personally don't think we'll see many games on Wii that sport the graphical effect. I'd love to be wrong, but at this point in time I've seen no indication otherwise. Super Mario Galaxy has some brilliant effects in place, particularly for textures and particles, but I don't see any full-scene normal mappin
In response to Matt:
http://boards.ign.com/nintendo_wii_lobby/b8270/135240244/p1Hi all, the purpose of this quick lecture on Normal Mapping is for those who feel like
the Wii not being able to do Normal Mapping = Doom for Nintendo. But, in fact it is not
such a big deal. Before, I go into detail, I would like to say a little about myself just
so that it'll give me at least a little credibility.
First off, I'm a senior 3d animation student at Digipen Institute of Technology, currently
on my final semester and I am on standby hire for a particular company, till I graduate, for
they won't hire me till I have finished my degree program. Also, I have close friends who work
for several companies, including NST, Sony Online, Sony Headquarters, and Valve. For whom were
previous graduates of my school, and who I turn to for advice. Anyway, enough about me, now on
to the lecture.
First off, let me explain what Normal Mapping is(I'll try to be as simple as possible with this
explanation). Normal refers to Normals on a 3d Model, a Normal is what exist within a vert of a
3d Model. Basically a vert are points where edges intersect each other, and they affect the way
light bounces of the model. Now, what "Normal Mapping" does, is that it does what a Bump map does,
it gives textures the illusion of 3 dimensional depth. The difference between Bump Mapping and
Normal Mapping is that Normal Mapping (for lack of better words) a faster way of delivering the
same effect. Technically speaking, Normal Maps makes it easier to make Low Poly Models look High
Poly. That's basically what it is.
Here is an Example that I slapped together real quick for this purpose, so don't flame me for how
bad it looks
Basic Texture Map:
http://img.photobucket.com/albums/v604/asianknight20/HouseMap.jpg
Rendered House with Texture:
http://img.photobucket.com/albums/v604/asianknight20/HouseRegular.jpg
Rendered House with Bump Mapping: (Bump Mapping is created by using Blacks and Whites (alpha channel))
http://img.photobucket.com/albums/v604/asianknight20/HouseBumped.jpg
Rendered House with Normal Mapping:
http://img.photobucket.com/albums/v604/asianknight20/HouseNorm.jpg
So, there you have it, I'm not sure if I did a good job in my explanations, since I've never done so before, if you have any questions feel free to ask. I hope this was informative.
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So... since the average person cant tell the difference between Normal Mapping and Bump Mapping, As long as Wii can do one or the other what does it matter?