![]() The light bouncing off a normal mapped surface bounces according to the texture normal instead of the surface normal. How does it work? Normal and displacement maps are special kinds of image textures that influence how light is calculated across a surface. They create an illusion of depth by telling the light to bounce off simulated features of the surface, even though those features are not actually there. The secret is that they allow us to get more apparent detail while using less geometry. Normal maps are the best compromise we have to the struggle between model quality and game performance. So how can we compromise between smooth performance and realistic visuals? Game devs need to be able to use many models in one scene to achieve this, not to mention costly lights, physics, and effects. Low-poly models are needed in order to ensure a game's smooth performance.īut at the same time, gamers expect beautiful visuals with a high level of detail. This means that high-poly models commonly used for 3D printing or animation would not work well in a game, since they would be a huge sap on the game's responsiveness. Games should run in real-time at 60+ frames per second. ![]() and why is its use so widespread? Balancing Quality and Performance ![]() Triple-A game assets such as Blender characters, weapons, and environments rely heavily on normal mapping in order to look good. But what is normal mapping. ![]()
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