I have no idea how many i asked it. But so far, i didn't get any good about this.
I want to know, for making characters for games, are displacement maps used? Or normal maps are still used? Or displacement maps are used only on films and cinematic
What i know about this, is that, Normal maps, give fake illusion on low polym model making them to look as a high poly right?
But, for displacement maps, so far, i understand that it chances the silhouette Or not?
What is the workflow of making disp... maps? Are you using it for game production? Can you tell me please how it is created?
Replies
there is a search tool in polycount. You should use it to look around and see if this topic has been discussed in other threads.
You generate them the same way you generate normals or AO or anything really, you bake the information from a high-poly to a map.
Yes, games are making use of this in addition to normal maps. An example that I recall because it's the first time I really noticed on a character was in Max Payne 3. You could toggle the tesselation, and when you did his head and ears would round out and you wouldn't see the edges, so they were using a displacement map.
What would be the best possible method for making things such as floors "pop out"?
Unlike a normal map,an object with displacement can be zoomed in on and you'll see real geometry and shadows (whereas an object with just a normal map looks flat).
It also uses a lot of geometry to look right (he used a sphere and turbosmoothed it to 5 million polygons with a displacement map).
This is likely a reason games haven't been using it till now (DirectX 11 has a dedicated tessellation pipeline though it's still performance heavy I believe).
In the same tutorial, the guy used the same bump map texture for the displacement map. But yeah, it really requires a lot of geometry to not look bad.
Like this
Is better than
So to summary about displacement map.
It created as same as normal map.
It change/modifies geometry.
Need more polycount to work.
UV's are very important/
Now i need proper tutorial to see how to create:D
The 1st one is a base mesh for zbrush, but models that will use displacement maps will work better with geometry set up the same way for similar reasons. You will want to use a normal map with a displacement map, for games they work together. With displacement maps, silhouette and optimization does not work in the same ways.
http://www.marmoset.co/toolbag/learn/displacement
Because he works at 8 Monkey Labs, who make Marmoset Toolbag XD. There are plenty of google results if you look up how to do displacement in both of those engines. Also that tutorial EQ posted covers every concept about displacement and is applicable to any other engine out there.