I’ve started to play with the polybump example in the SDK and was wondering if this technique of normal mapping could be used for adding a specular hilight. In other words, the purple head in the demo is a low poly mesh, which has wrinkles, dimples, cheekbones, and other dark patches added when normal mapping is turned on. Is it possible to further utilize normal mapping to create specular hilights on certain parts of the head? I want crisp, sharp hilights that look like they’re coming from a hi-poly model, without adding to the actual poly count. I’m guessing it might require a different clonespace image and different texture environment.
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