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NORMAL MAP - is a technique used for faking the lighting of bumps and dents. It is
used to add details without using more polygons. A normal map is usually an RGB
image that corresponds to the X, Y, and Z coordinates of a surface normal from a
more detailed version of the object. A common use of this technique is to greatly
enhance the appearance and details of a low polygon model by generating a normal
map from a high polygon model
If you imagine the corner of a box, as you look at that corner you'll notice three
cardinal 'axis' which gather or terminate at the very tip of the corner itself, typically;
Red, Green and Blue channels respectively. Note the direction the 'lighting'
(shadows / highlights) appears to be coming from and how that effects what you
see.
24, 32 bit and alpha channels
Because each R, G and B channel is 8 bit - which gives a 'colour' or 'tonal' depth of
256 shades per channel - it means an RGB image has, in total, a colour depth of 24
bit; this gives us a standard image used in pretty much every game available.
However, it goes one step further; another 8 bit channel called the alpha channel
can be added to our 24 bit RGB image to give us what is then a 32 bit RGBA image.
• Red
• Green
• Blue
• Alpha
The introduction of another channel, the alpha channel, brings the image to 32 bit
This 'A' or 'alpha' channel tends to be reserved for the use as a 'mask' or 'alpha'
channel - typically containing objects that effect the appearance of the base RGB
channels by removing parts of the texture or blending them together with other
images to create additional effects in game.
Aside from the pixel and vertex programs used by the game engine to render
textures to screen, generally speaking, nothing. Here's why.
A normal or parallax map can be produce in one of two ways; by rendering out a
high resolution 3D model to 2D or by converting flat 2D artwork into a normal map
by using a 3rd party program or photo editing 'filter'. Both methods of production
result in a 'normalised' image, similar to the ones shown below, an image that will
'displace' on screen pixels in such a way as to create the visual illusion of surface
depth in a game.
The image on the left is a normal map from Oblivion; the one on the right, for use in
Quake 4
As you can see in the images above, there's no significant difference between a
normal map used in Oblivion (the one to the left) to one used in Quake 4 (the one to
the right); both games - Oblivion's parallax mapping and Quake 4's normal mapping
(i.e., the actual process or system of rendering, or 'mapping' images to the virtual
world) physically use the same type of "normal map" image as part of their
respective rendering process.
Oblivion uses standard normal maps as part of its parallax 'mapping' process.