Quote:
Originally posted by Quasius
Not really. The models are originally made at about 1 mil or so poly count, then they are run through John Carmack's program which generates a 5000 or so poly model that uses bump mapping to attain nearly the same deatail as the million poly count one.
You are also slightly mistaking about the lighting. No lighting work is done the models. Unlike in any previous 3D engine, all lighting is done real-time, in-engine. There are no pre-rendered "light maps" or anything. So now light is scalable, stackable with other lights, etc. Before any lighting had to be anticipaed and pre-rendereed.
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Heh, I knew I'd get some facts wrong there. I was trying to recall the way it was explained to me by a friend who knows loads about game design. Anyway what I was thinking was that the real time lighting was cast on the high poly models, but the light pattern from the high poly model got used on the low poly model in real time. Uhhh, I think I just confused myself even more.
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