Lecture 14: Material Modeling (37)
TheCrystalKeeper

Okay, this slide is pretty cool. I've done 3D modeling before, so I know what sort of effects a normal map has on a texture, but I didn't really know how it worked until this slide.

I makes so much more sense how the normals actually get affected in order to change the probability that light will be reflected back to the camera, thus not just adding a color overlay to a texture, but actually changing as the camera's perspective changes with respect to the normals.

Makes so much more sense now how this saves so much performance in games, since it creates the effect of having detailed geometry without actually having to compute the polygons.

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