Posted 02 May 2010 - 05:09 PM
Its cause its switching from "normal mapping" to "displacement mapping" and you cant tell much of a difference cause normalmaps fake all the normals anyway why doom3 was
I guess it just makes the model perfect, it makes more a definite impact if the low poly model is below say 1000 verts, then the displacement map really makes a difference.
Im still interested in displacement mapping, even tho heres a definite example why you dont even need it. :O
Remember theres more types of displacement mapping than just z-shoot-off-normal, you can actually go on all 3 axi too, and its a different way to make a realtime sculpting program.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.