hi all:)
i recently found out this thread from cgtalks:
http://cgtalk.com/showthread.php?t=129627
about the normal map and displacement map.
ok, first of all, i realise that in zbrush officeial site, they splited out the normal map and displacement map features. all these while i thought they are the same, but apparently not:P anyone can share some knowledge about that???
secondly in that thread, the mentioned that displacement map have 3 different ways of offseting the vertex( or is it pixel?? me confuse:() tangent space, object space and world space. I would like to know if zb export, which space will it be in?
I read some forum that saying zb export object not deforming well in some 3d software(well, that is lightwave that i read). is it software specific for that case??? not sure if maya or max have good deform but maybe we can start our discussion here about the normal map thingy??
We’re seeing normal maps appearing more and more frequently in games, and there’s already talk of real-time engines that can support displacements.