20 year-old male from Earth. Former Machinimator, Sound & Visual Design, soon to be Triple E Master. Nabsuh and Mcdoogleh. Currently at university.
My Twitter [http://twitter.com/AVCOMProduction] Website [http://www.avcom-productions.blogspot.com/]
NO RANDOM REQUESTS! Perhaps I did not make this clear NO RANDOM FRIENDS REQUESTS! Friends with reasons are fine. But they have to be REASONABLE :P... Meh, most groups I do stuff with are affiliates.
You can get me on Skype, my username on there is CyberFire32. I'll stay signed in, but i'm about to go to bed, so just try to catch me whenever you can.
I need a character animator... would you be able to oblige? Plz?
The internet in my house is down, but i should have it back up tomorrow. So tell me what you need animated and ill let you know if i can do it (hopefully) sometime tomorrow afternoon.
You can't change a model that is using geometry shader tessellation and displacement. The high polygon mesh has been baked to a displacement map, and adjusting the low polygon mesh would require that the UVs be redone, and then the displacement map would be wrong. It is great for games, but that is about it.
Yeah, parallax mapping is pretty cool, but already becoming outdated. It is like a normal map on 'roids. It requires a normal map, and a depth map (the depth map is normally stored in the normal map's alpha). When the object is being rendered the shader uses the depth map, the normal map, the camera location, and some information about the surface being rendered to create a much more realistic effect than a normal map by itself. You can also see parallax mapping the stairs in Mass Effect. Each staircase is 1 face that has been parallax mapped.
Like I said, parallax mapping is already becoming outdated. Geometry shader tessellation and displacements maps will soon replace parallax and normal mapping. Nvidia has a really technical presentation about it here. Basically, the geometry shader tessellates the low-poly model and then applies a displacement map to it. With this method, you are only really rendering the number of polygons in the low-poly model, but you can nearly replicate the high-poly model and light the simulated high-poly model.