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File: 2582378237235.jpg (338 KB, 1920x992)
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How much detail can you get into a normal map?

Like could i get something like pic related from a basic head mesh that has like 30k polygons?
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>>580367
as much as your normalmap resolution
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>>580367
https://www.pluralsight.com/blog/film-games/bump-normal-and-displacement-maps

>>580367
>could i get something like pic related from a basic head mesh that has like 30k polygons

For reference, DAZ Generation 4 head meshes from 2006 have 17k polys and could do this without difficulty. The pores, wrinkles, crows' feet, eye bags, lip wrinkles are all possible with bump maps which per UV mapping are resolution independent of mesh.

The facial proportions, upper eyelids, nose/chin/lip/ear shapes are going to be geometry.

The philtrum, nasolabial folds, lip-to-chin detail can be done as displacements but at 30k polys it's diminishing returns not to sculpt them since the most likely method for getting those maps would be sculpting them then baking them to maps.
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>>580368

This. For main game characters (not npcs) I'd go with 4k normal maps.
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>>580367
how do you make that hair ?
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>>580385
>4k maps
>games
you done fucked up
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>>580393
Its either hair cards or real geometry trough fibermesh
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>>580405
It's 2017
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>>580477

Even if it were 2117 4k maps still wouldn't be used for games.
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>>580477
Rip open some game files and look at their texture sizes, i dare you.
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>>580477
0/10
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>>580478
Not him, but why?
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>>580478
pretty fucking sure in 2117 they would be using way higher than 4k maps for games
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>>580864
>thinking we'll still be using bitmap images to texture games in 100 years
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>>580864
watch this two part vid, it's very neat. http://yedlin.net/ResDemo/ this experiment was specifically set up for movies, but it's safe to say we've hit a point of diminishing returns in the resolution arms race long ago.
>>
normal maps are for direction, not for depth

so you'd probably want a subtle height map, AO, and normals
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>>581054
Normal maps are an entirely different beast from cinematography though.
Normal maps are much more sensitive to the distance away from the camera than cinema is to the viewer's distance away from the screen.

You've only really won the ``resolution arms race'' until you can't reasonably discern more detail on a normal map, something which has never happened when the camera is focused and filled with one or two characters.
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>>580478
plenty of games use 4k maps
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>>580367
You can likely get the face wrinkles pretty easily, but normal maps do not change the outline of a shape, just what's inside it. A normal mapped sphere will always have the outline of a perfect circle.

You might want to look at "displacement maps" or "heightmaps", but they can only move things away from and towards the surface. You won't be able to make hair with them.
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>>580367
Huh.. that looks like george cloone
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>>580478
>What is FFXV for 100?
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>>581131
regarding only moving away or toward the surface: there's also vector displacement maps, but I don't think that Blender can bake those although it does support it with its displacement modifier with the direction set to RGB to XYZ

http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/

the mushroom demo fucks me up. how they get that whole damn mushroom in that weird rainbow orb texture? god damn technology is crazy.
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>>582489
Biology is crazy awesome too. Have you ever eaten Psychedelic mushrooms?
They give you visions which unironically look like vector displacement maps if you close your eyes (or sit in darkness).
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>>580478
We used 4k atlases for Daydream + Pixel 1 because draw/ set pass calls affected latency a lot. So combined textures on a single big file reduced draw calls a lot. Much better for performance than 16 1k textures.
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>>582462
It does, but it's actually Carl Sagan.




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