der_ton wrote:
Where have you seen these cool displacement mapping demos for characters?
Different Matrox showcasing events - very impressive stuff.
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I´m also not familiar with that redetection issue with displacement mapping. Can you explain?
Doom³ stores a precompiled collision map - altering the geometry on runtime would require a redetection of the per polygon collision map, wouldn't it?
Surely it's not a non-resolvable issue, but the way the engine is layed out it migh be nontrivial. Don't know - I'm not an expert, just an "enthusiast".
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Your animated landscape would be a md5mesh then, and not part of the usual level geometry, right?
I´m not sure if you can walk on such a landscape with the player... But maybe that´s not your intention. Maybe you´re planning something like the breaking pipes? They blend in nicely with the level geometry even though they´re a md5mesh.
I'm not sure about the collision either, but yes, I'm planning to use a md5anim/mesh.
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Also, you stated that id uses LW for editing and Maya for animation. So you think they created the characters in LW before they did their animations in Maya? I´d guess that the whole process for creating&animating the characters is done in Maya...
Lightwave = modelling
MAYA = animation
This workflow got personally confirmed to me by the product manager of NEWTEK (LightWave).
The process is split up - the artists build the characters and Fred Nillsson animates them.