Taken out of the context of this thread, I might agree. I think you misunderstood what I was saying. I guess we can get farther off track by widening this discussion to things other then grass? I was saying that the normal map was being used as a patch to prop up the diffuse. When in most cases the diffuse is strong enough…
EQ; Yeah, either that or something like 'beast' http://www.illuminatelabs.com/products/beast/features I mentioned this before, its been used in some pretty major titles for precalculating lightmaps with Global Illumination. Vig; Ill paint/bake a bit more colour into the diffuse and try and get it looking closer to the…
I see harsh shadows on the grass turning blades of grass into tubes of grass. The harsh light/shadows also do not exists in the rest of the world, which makes for a much more fake world. You're using a normal map to create tonal changes in the grass diffuse, which can easily be done when painting the texture. Once again,…
What really makes the grass with normals look bad is just that its rendered in doom3 with pointlights or whatever. If you had a nice outdoor lighting system (maybe hdr image based? =P) i think it would look a lot more natural. These are some pretty ignorant viewpoints, and more often than not lead to shity diffuse maps…
Hey Cthogua, Ive been experimenting with grass recently too, I've rendered 1024x512 diffuse, spec and normal textures from highpoly models, and mapped them to quads and tri's. the doom3 ingame shots are'nt using level of detail models but the uv space has been designed especially to be used for lod, the top half of the…
the simplified point of normalmaps is varying shading depending on light angle. When you have grass you basically have "flat" blades, with varying colors themselves. Due to them being bent, waving... their shading changes always a bit anyway, also subsurface makes them less "solid". Which means up close with so much…
ok I'd have to agree that in these 2 images the right image (without normalmap) is a bit easier on the eye, although its slightly more visible where the grass planes hit the ground without the normalmap, but maybe vertex shading to match the terrain could resolve that. I see what you're saying about subsurface, maybe if I…