There is no way around

14 Sep

Blender and Normal maps

In itself, I think normal maps are an exciting thing. Back when I was working as a 3D graphic artist, the sequel to Half-Life came out. I can still remember being shown a wall that was made up of a lot of crooked and shifted plates, and it was said it was made up of 20,000 polygons. By the standards of the time, that’s a lot.

A little later, when we looked into the subject further, we found out that it was Normal maps. In short, it’s a method of saving the detail of a complex mesh into a special texture. Then you can take the texture with the details and put it on a mesh that has only a fraction of the complex geometry as the original.

I have read a lot about normal maps and seen many tutorials so far, but I never had anything to use it.

OK, that has changed now. Normal maps make sense in mobile games, and I’m now going to look into it more and share my progress with you. Even if the topic is no longer a secret and there are tons to read about it on the Internet, ultimately you have to make your own experiences with it.

Translated with www.DeepL.com/Translator (free version)