Earth probably isn't flat. The thing is our 7 continents are only a small part of it.
@Phyllion-2 жыл бұрын
@@NikitaGal31 fun but totally useless fact; in scale, the distance between the lowest and highest points on earth's surface is so small compared to the earth's size that it'd feel smooth if you were huge enough to swipe your finger across it. So you could argue that while the earth itself isn't flat, its surface almost is lol
@ultimatumdweebium29652 жыл бұрын
@@Phyllion- fun fact, that has been proven wrong, our fingers are super sensitive
@shawns43542 жыл бұрын
It would be as smooth a queue ball.
@peezieforestem50782 жыл бұрын
That would require them learning math, which is too tall of a task, especially given how math is created to control the population.
@LightningbrotherG2 жыл бұрын
It might be too technical, but I'd love a video on why polygons are so expensive, but the light calculations that use normal maps are relatively cheaper.
@AndreInfanteInc2 жыл бұрын
The short version is that drawing an additional triangle involves a lot of math. You have to determine if the triangle should be drawn, whether it's facing the camera, and which pixels it should cover. You have to determine in what order it should be drawn so it gets drawn in front of the stuff that's further from the camera, and after the stuff that's closer. If you're using MSAA you have to do some of these computations repeatedly. You have to do all of this before you even *start* doing lighting calculations, and some of it has to be re-done for each light that touches it, depending on which overall rendering pipeline you're using. In contrast, if you're already drawing a triangle, texturing it is pretty easy. You have three known points in a texture, three known points on a triangle, and you can just do some simple math to go grab the proper texel from the texture based on where you are on the surface of the triangle (mip levels / anisotropic filtering complicate this a little, but the point stands -- texturing is super cheap). So loading an extra texture map for the normals doesn't actually cost much. And then, when you light the mesh, instead of just using the geometry normal, you grab the texel from the normal map, apply it as an offset, and do exactly the same lighting calculation you were gonna do anyway. You still had to do the lighting calculations per pixel anyway, so adding a texture read and applying the offset costs very little. Another way of thinking about it is that geometry is a much richer (and more costly) representation than normal maps are. Geometry has depth and form. It can occlude, it can be behind, or in front of things, it changes how it looks when your perspective changes, even in the absence of lighting. Its surface directional detail is only one element of a much larger whole. Normal maps are literally just "hey, pretend this bit is facing a different direction than it actually is when you light it." It works well for encoding subtle details on surfaces, but it's a fundamentally simpler representation. That's why it's cheaper.
@AndreInfanteInc2 жыл бұрын
Realized there's a bit of jargon here: Texel = pixel in a texture (as opposed to onscreen) MSAA = "A type of anti-aliasing where you re-do some of the math of drawing triangles repeatedly to avoid harsh jaggies around the edges" Mip level / anisotropic filtering = You know how old PS1/PS2 games look super fizzy when looking at the horizon? That's because when a polygon is tilted away from the camera by still visible, it's easy to get into a situation where there's more than one texel per screen pixel, because they're jammed together by foreshortening. When you draw it, you get some arbitrary pixel from the set of potential options, and if the camera moves even a tiny bit, you get a different one, which causes an ugly, noisy, unstable appearance. In real life, you just see a weighted average of all the options -- no fizz. So mipmapping / anisotropic filtering is a way to store sort of "pre-blurred" versions of the textures alongside the originals, so when you get into that situation you can grab from the blurry version that already averages that information, which solves this problem.
@Tsunami142 жыл бұрын
@@AndreInfanteInc VERY informative. Thanks for sharing.
@HannahAgra2 жыл бұрын
@@AndreInfanteInc thank you so much, this was all very clear and tremendously helpful
@gabrilapin2 жыл бұрын
@@AndreInfanteInc I knew a few things you said but not all of it so very fascinating ! Thanks for sharing this knowledge ;D
@fatmario82442 жыл бұрын
The amount of normal mapping used in Nintendo Switch games like Mario Odyssey and BoTW is crazy, they achieve real looking 3D and are stunning yet can run small hardware.
@idontknowwhatnameshouldipu1864 Жыл бұрын
The amount of normal mapping used in games.
@yourni8tm4r39 Жыл бұрын
nintendo is always a generation behind with graphic sucks that they force you to buy this shit plastic shit to play there good games
@obiwanjaco Жыл бұрын
@@idontknowwhatnameshouldipu1864 🤓
@tingledinkle Жыл бұрын
@@idontknowwhatnameshouldipu1864 🤓
@NaudVanDalen Жыл бұрын
Someone should tell The Pokemon Company about normal mapping.
@ev1lbolt174 Жыл бұрын
As a 3D texture student, the "this is normal" on a thumbnail of a normal map is such a clever pun. Take my like
@FlameRat_YehLon Жыл бұрын
As a random gamer that has math background... I've basically completely forgotten that normal means non-unnatural when looking at the thumbnail
@aesthetic4829 Жыл бұрын
As someone starting 3d modeling and vfx I also found it funny
@CrimsonAkato Жыл бұрын
as a person who just mods games and does 3D as something like a hobby . yeh it was indeed funny tho I often am too lazy to add normal maps to the models used in my mods. sometimes I don't even have any normal maps and I gotta make my own which uhh pain so yeh lmao
@beamboy07 Жыл бұрын
As somone who is alive i find this funny
@danielmcelroy4505 Жыл бұрын
💯💯💯
@sagehanson190 Жыл бұрын
I remember the first time I noticed the existence of a normal map. I was playing GTA V, doing donuts in grass or something, when I spotted strange shadows in my tread marks. They were angled the same direction all the other shadows around me were. Now I had pretty substantial knowledge on games and the techniques they imploy, however I had never even heard of a normal map before. For a bit I was _certain_ my vehicle was leaving behind a 3d imprint, but after closely examining the treads I realized they were, in fact, 2d. My mind couldn't wrap around how they could add shading to a 2d texture, and for the longest time I had no idea how they did it. In the time since I've learned of the existence of normal maps, but I'm glad to see a video going over all these details I was oblivious to.
@julius7506 Жыл бұрын
It's normal to think that way.
@takashimatta Жыл бұрын
The fact that you used genshin as an example for parallax mapping, is a great example. That game uses a lot of mapping methods to decrease processing cost. Normal maps, specular maps, parallax maps, you name it.
@user-qw6ht7jw2b Жыл бұрын
Yet it still only runs at 30 fps on the PS4.
@snesmocha Жыл бұрын
Botw and half life alyx are insane for this
@o8o322 Жыл бұрын
@@user-qw6ht7jw2b Ps4 only runs games at 30 fps
@megabuster3940 Жыл бұрын
Yeah I really started to notice with the Liyue roof tiles
@icerink239 Жыл бұрын
@@user-qw6ht7jw2b True, mindblowing that higher mid range phones run this game at 60 fps
@typicalnpc2 жыл бұрын
Commenting on the last part of the video where you talked about depth on flat surfaces. The first time I actually noticed this was when I was playing Dark Souls on my Xbox. I was in Undead Purgatory and just so happened to look at the ground which was on a bricky surface. Seeing how they made what looked like hundreds of individual 3d bricks on a flat surface blew my mind. I knew about normal old normal maps but that... that is something that I really want to learn more about.
@luizfernandonoschang8298 Жыл бұрын
I guess he's talking about tesselation. As far as I know, this technique still uses the normal maps to fake details when you're away from the 3D object. But as soon as you get closer to it, the engine will use the normal map (or another depth/height map) to brake your object into smaller polygons and translate the height of these polygons according to the texture. Basically, you're using a texture to "create details on the fly" only when needed. This cannot be confused with LODs. LODs do something similar, adding detail to the object, but in every direction and not specifically for height and depth. Also, your object need to have enough geometry for tesselation to work, so I guess it's common to combine both techniques.
@kevin5475845 Жыл бұрын
@@luizfernandonoschang8298 the thing i was thinking of was parallax occlusion mapping. sisnce it looked more like that with what he showed. especially rooms inside a building. those details can be faked without tessellation
@Madgoblinn Жыл бұрын
hey i discovered it in dark souls also!! i noticed it when i was in the lava area, after the discharge guy gets rid of the lava, the walls looked so crazy so i got close to them and realised how undetailed the model was and was amazed
@gilcarv68042 жыл бұрын
Thats something that i've always wondered about graphics in games, I would stand close to a wall in a game trying to see how the light was bouncing in some surfaces bout they only looked 2d lol.
@somewhat-blue Жыл бұрын
I never expected this to somehow also explain Sims 4 custom content to me, but here we are. Thank you for teaching me what a normal map is!
@doodoo2065 Жыл бұрын
Bro, telegram rlly seems to be popular among youtubers doing secret giveaways they never talked about in their channels
@SimoneBellomonte Жыл бұрын
@@doodoo2065 ?
@doodoo2065 Жыл бұрын
@@SimoneBellomonte i was replying to a bot impersonating this KZbinr
@marcusorta714 Жыл бұрын
I already had some minimal knowledge about how this kind of stuff (game graphics, engines, textures, etc) worked, but that image at 2:30 blew my freakin mind. It puts into perspective how awesome certain revolutionary techniques are (such as normal mapping)
@davelonghi82292 жыл бұрын
What I love about your videos is the fact that you can manage to put 30min of knowledge in 5 minute videos 🙏
@Dany12156 Жыл бұрын
OMG, thats so true. This skill is priceless for KZbin blogger.
@davelonghi8229 Жыл бұрын
@@Dany12156 Almost unprecedented 😂
@marius35mm Жыл бұрын
"Normal" or " Surface Normal" it is the best name because it comes from Physics. "In mechanics, the normal force N is the component of a contact force that is perpendicular to the surface that an object contacts"
@unrealization33322 жыл бұрын
It would've been good to mention that for unreal specifically, the B channel (Depth) of the normal map gets entirely thrown away when using the Normal Map compression, then they get regenerated when used inside a material from the R and G channels. So if using unreal, it isn't worth trying to get fancy with the B axis since it's just going to be thrown away anyway.
@kendarr Жыл бұрын
What possible reason does unreal have to do that?
@unrealization3332 Жыл бұрын
@@kendarr The compression type for normal maps in UE repacks R+G into RG+BA, so you get 2x the bit depth so higher precision normals. I forget the exact bit depth now, but it'll be 16 per channel instead of 8 for example, so you get might higher than 0-255 values, which creates a better overall normal but is still compressed nicely.
@user-qw6ht7jw2b Жыл бұрын
Since normals are normally normalized, you can calculate the missing channel if you know the other 2, so only 2 need to be stored which saves space. On the other hand, if you store all 3 channels, you can have a vector with variable length which determines light attenuation (or amplification), allowing you to do more fancy things with your normal map.
@kendarr Жыл бұрын
@@unrealization3332 I guess that's the reason we artists are not programers lol, thanks
@kendarr Жыл бұрын
@@user-qw6ht7jw2b Kinda makes sense, thanks, it's just wierd to think about it
@jaredjones6570 Жыл бұрын
@ 1:54 "this line is affectionately called... the normal. Not the best name" This is the mathematical term for it. It's not as if it were invented for video games. The normal direction is a pretty standard terminology. I wish more people would get used to it 🤣
@Ashamedofmyself Жыл бұрын
I recently started learning Blender, and some of the terms being thrown around were still very vague to me. This made me better understand what I'm actually doing. Great video!
@ethansreviews9024 Жыл бұрын
It's so cool how almost everything in video games is an illusion. 3D looking textures look 2D, low poly models used to convey detail at distance, things tend to unload when not being looked at, etc
@kuddlykraken2157 Жыл бұрын
I've done some texture mods for a game and normal mapping is something I've come across and had a very simple understanding of what they do, I'm glad I came across this in Recommended to get a higher understanding. Who knows? maybe it'll help me with my own future endeavors!
@Nohiro.3D Жыл бұрын
If you want to learn something also you dont need the blue channel. you can calculate the blue channel with the two others, most of time the engines are doing it via the sahder , if it's a custom engine it needs to be taken into account in the HLSL shader. Don't waste texture data using a useless blue channel for a normal map.
@ruki4929 Жыл бұрын
As a 3d animation student, I never understood why normal maps. Looked like that until now: thank you for actually explaining it!
@ihasmax Жыл бұрын
Just found your channel and I wanted to say this is exactly what I’ve been looking for: simple but still technical explanations of common video game and 3D dev techniques. Cheers!
@luz01032 жыл бұрын
ive always wondered about the rooms in spiderman! I'm looking forward to the explanation
@gucenuckle Жыл бұрын
I am not an expert on this, but if I am correct... I believe the rooms in spider man are done with parallax scrolling, which in the most basic sense is taking multiple images and making them move independently of one another, creating a 3d effect. That's just what it looks like to me, however I could be completely wrong, I believe the main menu for Halo Reach actually did this.
@ZeroSensed Жыл бұрын
@@gucenuckle you are right on the money mate
@luz0103 Жыл бұрын
@@gucenuckle oh thats really interesting!
@Andrei56562 жыл бұрын
Oh god yes please do the one with the rooms inside buildings without them actually being geometrically there. I'm a huge Flight Simulator guy and almost all the buildings un MSFS have rooms and interiors. How does it work? I can see it's a trick when moving the camera around and look closely but frol afar or at a quick glance, the illusion is perfect. Love your videos, thank you.
@GraveUypo Жыл бұрын
it's a perspective-changing cube map projection (basically a fancy scrolling texture). valve games use those for reflections.
@mrfunk2066 Жыл бұрын
I'm taking a computer graphics class currently and literally just completed an assignment where we implemented the Phong illumination model for our ray tracer. Cool video!
@jonwatte4293 Жыл бұрын
The up/down channel is typically blue, not green. Red is the direction of U texture coordinates, green is the direction of V texture coordinates (in the plane of the polygon.)
@RSpudieD Жыл бұрын
Great video and explanation on normal maps! Normal maps and depth maps some of my favorite tricks when it comes to 3D modeling and they're really powerful. It's impressive how detail they can give without much impact.
@018FLP Жыл бұрын
This explanation about how RGB converts to Direction is mindblowing, i always wondered but it never clicked
@Crow_Rising Жыл бұрын
The more technology develops, the more optimizations like this become possible. For example, you probably know about how higher poly models are more taxing on the hardware, which is why normal maps are so useful. It allows you to use a lower poly model that looks like it has the detail of a higher poly one. What is somewhat newer technology that has appeared in a number of games recently follows a similar principle: Resolution scaling. Just as higher poly models are more taxing, so to is running a game at a higher pixel resolution. Resolution scaling allows you to reduce this cost by running the game at a lower resolution, but then scaling that lower resolution up to the size of the screen as a borderless window. From here, filters can be applied to help mask (or highlight, depending on the situation) the added pixelation. This results in you being able to use less resources and improve framerates with minimal visual reduction. Though, the lower you're scaling down from, the more apparent the loss of detail is.
@jighardy Жыл бұрын
damn, what the heck? I had no idea this stuff was flat. I was completely convinced it was all just detailed 3d models. This is actually mind-blowing. This has to be the most incredible thing I've learned about in weeks
@aldoferdian6039 Жыл бұрын
Iam already working quite awhile in industry, this is literally the best explanation of normal map to a lot general population
@ch3rryvixen571 Жыл бұрын
Since I work on Unity all the time to make stuff in VRChat like avatars and worlds I immediately recognized the thumbnail as a normal map lol
@Falconite Жыл бұрын
I clicked on the thumbnail for the normal pun and stayed for the content. Great stuff as always! Also excited for the hinted at parallax mapping episode coming up.
@optimisticori2 жыл бұрын
i love the videos you make. you keep things clear and concise and thats great for my smooth ADHD brain. i always feel like i’ve learned something when it ends. you’re doin great man 👌
@agucci Жыл бұрын
The beginning of flatness is a good thing, but the end thereof is not. Then you may ask, what is the protease of the Greyhawk flatness? For this you need to watch the video, from beginning to end. Then it would make sense.
@Myserval2 жыл бұрын
the parallax mapping in genshin impact at the very end of the video is 100% the reason i got so interested in tech art lmao
@GraveUypo Жыл бұрын
it's kinda sad they toned that down a lot in future updates. mondstadt is FULL of them, but they're few and far between in inazuma and pretty much gone in sumeru.
@ok4405 Жыл бұрын
@@GraveUypo They'll probably use it more in Fontaine.
@davidCcode Жыл бұрын
As a professional tech artist, I would approach the definition of normals in the same fashion as you just did. You do a great job of teaching + you made a pretty nice montage
@joshuafrederiksen Жыл бұрын
Not going to lie. This has to be the best video I've seen for digesting the theory of normal maps. It took me a hot minute to learn all this on my own back when I started my 3d art journey. Very well made, with great visual examples. Bravo! 👏
@smashdriven1640 Жыл бұрын
As a student studying game art I can confirm that normal maps are insane. They can make a model look ten times more detailed than it really is geometry wise.
@cogcog5264 Жыл бұрын
I've seen many game files and the most detailed one is TLOU2. Normal maps and bump maps for pores and fingerprints. Detailed like crazy.
@JonatasAdoM Жыл бұрын
What I don't see mentioned that I absolutely love and would hate seeing gone is how there is no flexibility in character movement and at the same time nothing is fixed. Whatever clothes the character is part of them, moves like a rubber with their bodies.
@Rene-uz3eb Жыл бұрын
0:35 Tomb raider 1 was one of the first real 3d games and is still perfection to this day. I don’t think in 24 years there has been one game with more immersiveness of the main character with the game world. 1:10 bump maps/normal maps are more fakery. It’s still flat. Real texture uses displacement maps which is actual geometry on top of flat surfaces
@maxxbmd Жыл бұрын
I love the pun in the numbnail of "This is normal." Because, first of all, it's common practice, and second of all, the viewers of the thumbnail are looking at a normal map.
@Emma-lb1vf Жыл бұрын
2:09 Oh this is so cool. It's taught in science class (reflection from a normal). When I first noticed the 3d effects on a 2d plane in games, my first guess was "It's something to do with reflection and lighting" Thank you for this well explained video
@jonathanf3604 Жыл бұрын
I love learning about the creative and genius ways that people learn how to solve problems. It’s amazing to see how realistic graphics have become in video games
@MarioCorleone Жыл бұрын
I first noticed this when I played Dark Souls 2 years ago, everything was detailed and lighting reflected perfectly, but the surface was flat and always wondered how that worked. Thanks for the explanation!
@Nanomaroni Жыл бұрын
Why is everything flat in video games? Me: Excuse me Mister! How dare you say my beloved Pong looks flat! I play it for over 40 years and it still astonishes me how much detail they packed in.
@LoveDoctorNL Жыл бұрын
I already find this so amazing, I can’t even prepare for what abnormal maps are capable of doing.
@ApertureAce Жыл бұрын
Another newer trick artists use for video games is called displacement mapping. It operates very similarly to a normal map but instead of affecting how light is cast on it, it affects viewer occlusion of some parts of the textures giving it a very convincing 3D effect. The illusion can be broken by getting very close to the texture so you can see the edges but most people don't do that Edit: Didn't realize there would be a brief mention about displacement mapping at the end of the video lol
@Jgvcfguy Жыл бұрын
You are describing parallax occlusion mapping. Displacement mapping involves actually moving the geometry with the use of a displacement or height map.
@Zach_Films Жыл бұрын
Great video! Worth mentioning that UE5’s nanite aims to get rid of normal maps, it does some fancy geometry virtualisation that I won’t pretend to understand but it enables billions of triangles in a scene. Optimising meshes and authoring normal maps takes quite a lot of Artist time in game development so tech like this could be a very big deal when/if it’s fully adopted
@c3d_ultra499 Жыл бұрын
My main concern with games using nanite is bloating file sizes. There is something to be said about Nintendo sticking with the aging switch hardware, it keeps file sizes small and fast to download and force’s developers to actually optimize their games. That said, nanite is a impressive feat of technology for groundbreaking games
@AlexTuduran Жыл бұрын
ALL images contain R, G and B. It's how you interpret these values that make normal maps different.
@sevenfoureleven2 жыл бұрын
So, a vid about Parallax shaders coming soon?
@rajadarshidash1016 Жыл бұрын
4:19 wait until you arrive at Sumeru desert(or Sumeru in general)
@noonenoesbutme Жыл бұрын
FYI it's called normal, because in engineering and math, primary method of describing things that move in the direction are called vectors. I've taken whole classes on vector calculus. Basically a vector is something with a value and a direction. As an example when we stand on the ground your body exerts a vector of your mass in body weight multiplied by the force of gravity, and in the direction of the center of the Earth. Makes sense, gravity points towards the center of the Earth. But the fact that it points in a direction is important. In this video he describes the word 'normal'. In physics and engineering normal means vertical towards the face of the surface. So if you have a six-sided dice. If you roll the dice and six lands face up, then an imaginary arrow that pointed straight up would be an arrow that is normal to the face of the six side. Basically it just means any service has a forward and backward direction that it points to. So your countertops have a normal vector that points to the ceiling, the front of your car has a normal vector that points towards the front of your lane, and the barrel of a gun despite being a surface area with regards to pointing, has a normal vector that points in the direction of the bullet ( we are excluding gravity from this example ). So make sense that for every triangle you can create a surface, for every surface you can create a vector, therefore the math gets really really hard for your computer and your graphics card to calculate millions of these vectors every second. So, if your computer gets a shortcut through some clever programming to make guesses about these vectors before they appear it can provide some very beneficial increases in graphical performance
@werdle92 Жыл бұрын
Im a 30 year old gamer. And i remember normal maps being used as far back as Halo 1 on the OG xbox.
@dreamisover98132 жыл бұрын
I really like these short insights on the technical side of video game graphics from the recent videos!111
@capnyeti Жыл бұрын
Great informative video explanation! This is the way a lot of games function. I would like to see texture displacement used more, especially for ground and turrain. It adds a whole new level of detailed environment.
@GameOfDead09 Жыл бұрын
Not everything is perfectly straight. For example, rocks are still 3D, kratos armor is still 3D. But if you look closely at the kratos armor, you can see that the fish scale pattern is flat. And if you look at the rocks, the tiny ridges on them are actually flat. When you don't look carefully, it seems like there is depth thanks to the normal map. In genshin impact, the protrusion at the top of the wall is still 3d. but between the bricks is filled by the normal map. Let's say you want to make triangular carved patterns on a flat wall. Let your wall be 100 polygons. Each triangular projection will cost an estimated 50 polygons. And if you try to make 1000 of these triangles, you will spend 50,000 polygons just for the wall. For modern PCs, this value may seem low, but remember that the game is not just about walls. In mobile games, it should not exceed 150,000 polygons on the displayed screen so that it does not fall below 60 fps in minimum iphone 8.
@DerMarkus1982 Жыл бұрын
Instant Thumb-Up for the pun (is it one?) on the Thumbnail Image. 🤣
@pjetrs Жыл бұрын
What I think is really cool is how many of this game design can be actually used to understand our own mind. We are constantly doing these kind of tricks within our brain to compute the world and make sense of our surroundings
@Ben-rz9cf Жыл бұрын
I always tell my students its like 3D glasses for the renderer. Those old school red and blue glasses that create the illusion of depth from a 2d image are pretty close conceptually to tangent space normals.
@edenbwicey72502 жыл бұрын
Not even watched the video and I fully love and understand the thumbnail lmao
@edenbwicey72502 жыл бұрын
Cos flat is normal, amd that when they're not flat, they'll use a normal map 🤣
@nightwolf3285 Жыл бұрын
So essentially, surfaces use different colors to bounce light differently to give the illusion of depth. Sweet
@davidliddelow5704 Жыл бұрын
I first noticed this on Geralts armor in witcher 3. It was chain mail and each ring caught the light correctly from every direction. I was like there must be a whole other texture for storing lighting information and I was right.
@donivanpotter2762 Жыл бұрын
I always figured it was cuz they could render more quickly and playback better with less geometry. Plus I guess it's cheaper unless extensive on processing. I mean a flat surface you can put a texture map on it and make it look like it's pretty much the same as a complex 3D piece of geometry. It's been a long time since I was doing 3D modeling very long time at least 14 years.
@maverickmurphy Жыл бұрын
When I first started 3D modelling I had no idea what normal maps, height maps and ambient occlusion did... Thanks to our very impressive course syllabus, we skipped over substance painter entirely. Now I'm getting accustomed to Substance and planning to learn Mari
@Megalomaniakaal Жыл бұрын
at around 2 minutes you show an example of a normal, and while it is correct in that face normals can be calculated from vertex normals and that can be useful in dcc's I feel it's perhaps relevant to point out that in most game engines we avoid face normals because little gain for big pain(perf). Unless you absolutely need them, better to avoid the cost. Also, I was going to call you out for passing over parallax, but sounds like that will be a follow up video.
@SarahBevElizabeth Жыл бұрын
I first saw this trying to change a wall in the Sims. Simple enough, I thought, until I loaded the game and there was a brick texture on my floral pattered wall 😅
@corpsecueen Жыл бұрын
I still don't understand how people use normal maps for minecraft resource packs it never worked for me
@DwaykeTubes Жыл бұрын
This video was recommended to me by youtube, and i can say this channel is a gold mine
@DanielFanzwicky Жыл бұрын
That being said, with UE5 and the introduction of Nanite, the logic behind using normal map to compensate for polygon count might start to dwindle and becomes outdated.
@togera77 Жыл бұрын
short answer: if you have to detail every single object/terrain in a video game, either your PC/console won't be able to run it, or if it can, it would easily overheat, transforming your room into a sauna. or explode :P
@GraveUypo Жыл бұрын
the muscle thing in street fighter isn't even close to being new or "creative". it's been done for decades. the horses in red dead redemption 1 have it and there are even older games that use that technique. fight night round 3 has it iirc, that's like a launch game for the xbox 360 and ps3. it's used in a lot of games to fake folds on clothing too.
@chrisrosenkreuz23 Жыл бұрын
The 'norm' is a technical term for denoting the perpendicular to the ground. (if you wondered why it's called a normal)
@FulguroGeek Жыл бұрын
Normal maps a basically used all the time in texturing. Example even if you have a high poly rock you apply the texture if you dont have normals for the texture it will still look weird!
@FlameRat_YehLon Жыл бұрын
And the issue about normal map is that, because it has no displacement, it would actually look flat in VR. (And also stereoscopic 3D in general -- as long as you know it's a thing it is possible to spot them in 3D movies).
@casaroli Жыл бұрын
Cool! So a lot of the impressive graphical fidelity we see is not necessarily due to the computational power of modern GPUs, but innovative and clever design techniques.
@starlordpro2077 Жыл бұрын
all i wish for is that collision boxes was also calculated using the same type of stepsa s the normal maps... i hate when stuff in games don't have accurate collision boxes.. like i get it.. it takes up a lot of computer power constantly if the collision boxes has to be calculated and updated just as often as the light effects... but still..
@Bluestroke_ Жыл бұрын
The pun in the miniature is incredible
@Emzo123 Жыл бұрын
I think they are just basically heightmaps rendered onto a texture but instead of a model, the 'heightmap' is used as a lighting texture
@MangaGamified2 жыл бұрын
IIRC putting 'details' to smaller polygons was called projection, then just before using them in in game, you bake some of the details like some shadows.
@NaudVanDalen Жыл бұрын
Displacement maps are even cooler because it makes the edges look realistic while with normal maps, the edges remain smooth.
@mineralisk Жыл бұрын
Cool. I don't know why I'm watching this because I don't plan to use this knowledge anywhere. Butt this is cool.
@cusdu6349 Жыл бұрын
Great video. Simple and yet very instructive for noobies like me.
@joshuavick887 Жыл бұрын
Simpler explanation: Screens are flat, and therefore we’re blocked from even using the depth perception required to navigate anything with much depth in the first place.
@ragnarokian2397 Жыл бұрын
I thought it said "Fiat" as in cash money, damn, like, when you randomly pick up a rusted spoon and then immediately sell it, or when you break a rock and money instantñy appears
@moodmusicytc Жыл бұрын
I always notice when playing GTA5 that when looking downward on a hill/mountain the texture is ... a texture, there is absolutely no depth to it, just a fake 3D skin from the correct perspective I see less of it in RDR2 so obviously the newer texture method is used
@Taib-Atte Жыл бұрын
i saw the thumbnail and thought, 'very clever.' great video!
@NostraDavid2 Жыл бұрын
If I don't see some Orange Deus Ex game in the next video, I'm going to riot. On my own. Because I'm pretty sure DE:HR was one of the first games that used cube maps to give those buildings some well needed depth. :D
@sipinthatbub2 жыл бұрын
Can we get that other video about the fake furniture now please? Since I noticed those strangely identical office spaces in CP2077 i have always wondered how they faked them
@MrFabutan2 жыл бұрын
kzbin.info/www/bejne/mobNf6J_rbaLd6M There you go
@sipinthatbub2 жыл бұрын
@@MrFabutan Whoa, that's a very clever technique, thanks!
@sigspearthumb7479 Жыл бұрын
Parallax interiors is what you're looking for.
@glasshalfempty1984 Жыл бұрын
This is neat, but I've never noticed that "everything is flat". That just means it's working though, right? :)
@marinadela1361 Жыл бұрын
'Normal' isn't that good of a title for this asset thingy... just makes it all more confusing. Great video, regardless.
@trybunt Жыл бұрын
What an excellent video. I've played video games for 30 years and never really knew how 2d shapes looked so 3d, but this makes total sense, even though I have no real 3d animation experience.
@werdle92 Жыл бұрын
Normal mapping is a big part of what made Halo 1 on the OG xbox look SO much better than other games at the time.
@ashlet6035 Жыл бұрын
So what I'm getting from this is that everything is in another video for another time and/or on your Patreon. Neat.
@AdrX003 Жыл бұрын
Thanks, i was almost getting everything on normals just by reading docs and you pretty much gave me that 1% i was not being able to find!
@LeCalmar Жыл бұрын
I don't know if you'll mention this game, but i remember giants: citizen kabuto being one of the first game to use something similar, and it looked awesome.
@cinemajuan8665 Жыл бұрын
Even movies on screen are flat, are they not?
@kaneblaireau4864 Жыл бұрын
IIRC, Doom 3 was the first video game to popularize the use of normal maps. I remember when that game first came out, it being hailed as a big deal.
@martimking1craft Жыл бұрын
not just normal maps but height maps also help
@theoneand0nly874 Жыл бұрын
3D objects and normal maps are two very different things. And the block from breath of the wild that you pointed out isn’t flat it’s still a 3D object, just because it has a few bumps caused by the texture doesn’t mean that the whole object is 3D due to that texture.
@f00kwhiteblackracismwarsh07 Жыл бұрын
Remember when you zoom in really close to a body that you can see an emptiness inside the character body. Like there’s nothing inside it And the way character run to a wall is still funny like who runs to a wall, characters should top running to it 😂
@patriot1525 Жыл бұрын
all this crazy stuff and im over here glad my renders dont have any black spots on it 💀