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RPGVault has posted the third Iritor Online development report. Here's a snip:
The first important step was to overthrow the old bump mapping technique in favor of the far more advanced normal mapping. Bump mapping can lend a sense of depth to flat surfaces, but it can never truly substitute geometry. Normal mapping on the other hand, can make edges look really round. It can be used to model the detail of a human body starting with detailed muscles and facial features to things as small as veins. The most astonishing thing to me still is the ability to display detailed structure on a flat surface. This step not only increased our graphics quality immensely, it also reduced our vertex count for pretty much everything. The process requires the source art to be of much higher quality than anything ever used in a real time 3D engine to date - the models are much closer to the those used in rendered sequences and movies. A typical in-game model with 3,000 vertices is hardly distinguishable from its high-resolution counterpart that can have up to 300,000. |
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