Normal Mapping


Normal mapping is absolutely essential for optimizations and lowering the load on GPU rendering and memory. Developing on anything other than PC needs normal mapping or it will look pretty darn bad.

Using normal mapping you can make a literally low poly quad amazing. low poly, amazing. Look at the example:

http://blog.wolfire.com/2010/03/From-temporary-to-final-textures


It's such a huge difference, but for only a small cost. When light is calculated on each fragment, a texture look-up happens on the associated normal map. Calculate the light with the new normal given all the correct transformations, and the model is completely transformed.

Normal maps are stored as RGB textures, and happens on a per fragment basis.

Making a normal map, each pixel represents a vector. The RGB value is shown as the XYZ. 

http://zarria.net/nrmphoto/nrmphoto.html


Pretty vital for 3D models and artists in a project to have a strong understanding of these concepts. Using tricks like this, decent graphics are possible to pull off on consoles and handhelds.

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