why is everything flat in video games?

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  • čas pƙidĂĄn 22. 07. 2024
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Komentáƙe • 892

  • @Snowfly1
    @Snowfly1 Pƙed rokem +7317

    Dont let flat-earthers know about this 💀

    • @NikitaGal31
      @NikitaGal31 Pƙed rokem +51

      Earth probably isn't flat. The thing is our 7 continents are only a small part of it.

    • @Phyllion-
      @Phyllion- Pƙed rokem +111

      @@NikitaGal31 fun but totally useless fact; in scale, the distance between the lowest and highest points on earth's surface is so small compared to the earth's size that it'd feel smooth if you were huge enough to swipe your finger across it. So you could argue that while the earth itself isn't flat, its surface almost is lol

    • @ultimatumdweebium2965
      @ultimatumdweebium2965 Pƙed rokem +77

      @@Phyllion- fun fact, that has been proven wrong, our fingers are super sensitive

    • @shawns4354
      @shawns4354 Pƙed rokem +12

      It would be as smooth a queue ball.

    • @peezieforestem5078
      @peezieforestem5078 Pƙed rokem

      That would require them learning math, which is too tall of a task, especially given how math is created to control the population.

  • @LightningbrotherG
    @LightningbrotherG Pƙed rokem +3892

    It might be too technical, but I'd love a video on why polygons are so expensive, but the light calculations that use normal maps are relatively cheaper.

    • @AndreInfanteInc
      @AndreInfanteInc Pƙed rokem +739

      The short version is that drawing an additional triangle involves a lot of math. You have to determine if the triangle should be drawn, whether it's facing the camera, and which pixels it should cover. You have to determine in what order it should be drawn so it gets drawn in front of the stuff that's further from the camera, and after the stuff that's closer. If you're using MSAA you have to do some of these computations repeatedly. You have to do all of this before you even *start* doing lighting calculations, and some of it has to be re-done for each light that touches it, depending on which overall rendering pipeline you're using.
      In contrast, if you're already drawing a triangle, texturing it is pretty easy. You have three known points in a texture, three known points on a triangle, and you can just do some simple math to go grab the proper texel from the texture based on where you are on the surface of the triangle (mip levels / anisotropic filtering complicate this a little, but the point stands -- texturing is super cheap). So loading an extra texture map for the normals doesn't actually cost much. And then, when you light the mesh, instead of just using the geometry normal, you grab the texel from the normal map, apply it as an offset, and do exactly the same lighting calculation you were gonna do anyway. You still had to do the lighting calculations per pixel anyway, so adding a texture read and applying the offset costs very little.
      Another way of thinking about it is that geometry is a much richer (and more costly) representation than normal maps are. Geometry has depth and form. It can occlude, it can be behind, or in front of things, it changes how it looks when your perspective changes, even in the absence of lighting. Its surface directional detail is only one element of a much larger whole. Normal maps are literally just "hey, pretend this bit is facing a different direction than it actually is when you light it." It works well for encoding subtle details on surfaces, but it's a fundamentally simpler representation. That's why it's cheaper.

    • @AndreInfanteInc
      @AndreInfanteInc Pƙed rokem +349

      Realized there's a bit of jargon here:
      Texel = pixel in a texture (as opposed to onscreen)
      MSAA = "A type of anti-aliasing where you re-do some of the math of drawing triangles repeatedly to avoid harsh jaggies around the edges"
      Mip level / anisotropic filtering = You know how old PS1/PS2 games look super fizzy when looking at the horizon? That's because when a polygon is tilted away from the camera by still visible, it's easy to get into a situation where there's more than one texel per screen pixel, because they're jammed together by foreshortening. When you draw it, you get some arbitrary pixel from the set of potential options, and if the camera moves even a tiny bit, you get a different one, which causes an ugly, noisy, unstable appearance. In real life, you just see a weighted average of all the options -- no fizz. So mipmapping / anisotropic filtering is a way to store sort of "pre-blurred" versions of the textures alongside the originals, so when you get into that situation you can grab from the blurry version that already averages that information, which solves this problem.

    • @Tsunami14
      @Tsunami14 Pƙed rokem +113

      @@AndreInfanteInc VERY informative. Thanks for sharing.

    • @HannahAgra
      @HannahAgra Pƙed rokem +35

      @@AndreInfanteInc thank you so much, this was all very clear and tremendously helpful

    • @gabrilapin
      @gabrilapin Pƙed rokem +24

      @@AndreInfanteInc I knew a few things you said but not all of it so very fascinating ! Thanks for sharing this knowledge ;D

  • @fatmario8244
    @fatmario8244 Pƙed rokem +1584

    The amount of normal mapping used in Nintendo Switch games like Mario Odyssey and BoTW is crazy, they achieve real looking 3D and are stunning yet can run small hardware.

    • @idontknowwhatnameshouldipu1864
      @idontknowwhatnameshouldipu1864 Pƙed rokem +76

      The amount of normal mapping used in games.

    • @yourni8tm4r39
      @yourni8tm4r39 Pƙed rokem

      nintendo is always a generation behind with graphic sucks that they force you to buy this shit plastic shit to play there good games

    • @obiwanjaco
      @obiwanjaco Pƙed rokem +5

      @@idontknowwhatnameshouldipu1864 đŸ€“

    • @tingledinkle
      @tingledinkle Pƙed rokem +4

      @@idontknowwhatnameshouldipu1864 đŸ€“

    • @NaudVanDalen
      @NaudVanDalen Pƙed rokem +97

      Someone should tell The Pokemon Company about normal mapping.

  • @ev1lbolt174
    @ev1lbolt174 Pƙed rokem +1758

    As a 3D texture student, the "this is normal" on a thumbnail of a normal map is such a clever pun. Take my like

    • @FlameRat_YehLon
      @FlameRat_YehLon Pƙed rokem +49

      As a random gamer that has math background... I've basically completely forgotten that normal means non-unnatural when looking at the thumbnail

    • @aesthetic4829
      @aesthetic4829 Pƙed rokem +6

      As someone starting 3d modeling and vfx I also found it funny

    • @CrimsonAkato
      @CrimsonAkato Pƙed rokem +6

      as a person who just mods games and does 3D as something like a hobby . yeh it was indeed funny
      tho I often am too lazy to add normal maps to the models used in my mods. sometimes I don't even have any normal maps and I gotta make my own which uhh pain so yeh lmao

    • @beamboy07
      @beamboy07 Pƙed rokem +9

      As somone who is alive i find this funny

    • @danielmcelroy4505
      @danielmcelroy4505 Pƙed rokem +1

      💯💯💯

  • @sagehanson190
    @sagehanson190 Pƙed rokem +187

    I remember the first time I noticed the existence of a normal map. I was playing GTA V, doing donuts in grass or something, when I spotted strange shadows in my tread marks. They were angled the same direction all the other shadows around me were. Now I had pretty substantial knowledge on games and the techniques they imploy, however I had never even heard of a normal map before. For a bit I was _certain_ my vehicle was leaving behind a 3d imprint, but after closely examining the treads I realized they were, in fact, 2d. My mind couldn't wrap around how they could add shading to a 2d texture, and for the longest time I had no idea how they did it. In the time since I've learned of the existence of normal maps, but I'm glad to see a video going over all these details I was oblivious to.

    • @julius7506
      @julius7506 Pƙed rokem +1

      It's normal to think that way.

  • @takashimatta
    @takashimatta Pƙed rokem +188

    The fact that you used genshin as an example for parallax mapping, is a great example. That game uses a lot of mapping methods to decrease processing cost. Normal maps, specular maps, parallax maps, you name it.

    • @user-qw6ht7jw2b
      @user-qw6ht7jw2b Pƙed rokem +12

      Yet it still only runs at 30 fps on the PS4.

    • @snesmocha
      @snesmocha Pƙed rokem +3

      Botw and half life alyx are insane for this

    • @o8o322
      @o8o322 Pƙed rokem +39

      @@user-qw6ht7jw2b Ps4 only runs games at 30 fps

    • @megabuster3940
      @megabuster3940 Pƙed rokem +1

      Yeah I really started to notice with the Liyue roof tiles

    • @icerink239
      @icerink239 Pƙed rokem +16

      @@user-qw6ht7jw2b True, mindblowing that higher mid range phones run this game at 60 fps

  • @typicalnpc
    @typicalnpc Pƙed rokem +152

    Commenting on the last part of the video where you talked about depth on flat surfaces. The first time I actually noticed this was when I was playing Dark Souls on my Xbox. I was in Undead Purgatory and just so happened to look at the ground which was on a bricky surface. Seeing how they made what looked like hundreds of individual 3d bricks on a flat surface blew my mind. I knew about normal old normal maps but that... that is something that I really want to learn more about.

    • @luizfernandonoschang8298
      @luizfernandonoschang8298 Pƙed rokem +4

      I guess he's talking about tesselation. As far as I know, this technique still uses the normal maps to fake details when you're away from the 3D object. But as soon as you get closer to it, the engine will use the normal map (or another depth/height map) to brake your object into smaller polygons and translate the height of these polygons according to the texture.
      Basically, you're using a texture to "create details on the fly" only when needed. This cannot be confused with LODs. LODs do something similar, adding detail to the object, but in every direction and not specifically for height and depth. Also, your object need to have enough geometry for tesselation to work, so I guess it's common to combine both techniques.

    • @kevin5475845
      @kevin5475845 Pƙed rokem +6

      @@luizfernandonoschang8298 the thing i was thinking of was parallax occlusion mapping. sisnce it looked more like that with what he showed. especially rooms inside a building.
      those details can be faked without tessellation

    • @Madgoblinn
      @Madgoblinn Pƙed rokem +1

      hey i discovered it in dark souls also!! i noticed it when i was in the lava area, after the discharge guy gets rid of the lava, the walls looked so crazy so i got close to them and realised how undetailed the model was and was amazed

  • @gilcarv6804
    @gilcarv6804 Pƙed rokem +69

    Thats something that i've always wondered about graphics in games, I would stand close to a wall in a game trying to see how the light was bouncing in some surfaces bout they only looked 2d lol.

  • @somewhat-blue
    @somewhat-blue Pƙed rokem +25

    I never expected this to somehow also explain Sims 4 custom content to me, but here we are. Thank you for teaching me what a normal map is!

    • @doodoo2065
      @doodoo2065 Pƙed rokem

      Bro, telegram rlly seems to be popular among youtubers doing secret giveaways they never talked about in their channels

    • @SimoneBellomonte
      @SimoneBellomonte Pƙed rokem

      @@doodoo2065 ?

    • @doodoo2065
      @doodoo2065 Pƙed rokem

      @@SimoneBellomonte i was replying to a bot impersonating this CZcamsr

  • @marcusorta714
    @marcusorta714 Pƙed rokem +14

    I already had some minimal knowledge about how this kind of stuff (game graphics, engines, textures, etc) worked, but that image at 2:30 blew my freakin mind. It puts into perspective how awesome certain revolutionary techniques are (such as normal mapping)

  • @davelonghi8229
    @davelonghi8229 Pƙed rokem +43

    What I love about your videos is the fact that you can manage to put 30min of knowledge in 5 minute videos 🙏

    • @Dany12156
      @Dany12156 Pƙed rokem +1

      OMG, thats so true. This skill is priceless for CZcams blogger.

    • @davelonghi8229
      @davelonghi8229 Pƙed rokem

      ​@@Dany12156 Almost unprecedented 😂

  • @jaredjones6570
    @jaredjones6570 Pƙed rokem +3

    @ 1:54 "this line is affectionately called... the normal. Not the best name"
    This is the mathematical term for it. It's not as if it were invented for video games. The normal direction is a pretty standard terminology. I wish more people would get used to it đŸ€Ł

  • @marius35mm
    @marius35mm Pƙed rokem +7

    "Normal" or " Surface Normal" it is the best name because it comes from Physics. "In mechanics, the normal force N is the component of a contact force that is perpendicular to the surface that an object contacts"

  • @ihasmax
    @ihasmax Pƙed rokem +2

    Just found your channel and I wanted to say this is exactly what I’ve been looking for: simple but still technical explanations of common video game and 3D dev techniques. Cheers!

  • @RSpudieD
    @RSpudieD Pƙed rokem +3

    Great video and explanation on normal maps! Normal maps and depth maps some of my favorite tricks when it comes to 3D modeling and they're really powerful. It's impressive how detail they can give without much impact.

  • @ethansreviews9024
    @ethansreviews9024 Pƙed rokem +1

    It's so cool how almost everything in video games is an illusion. 3D looking textures look 2D, low poly models used to convey detail at distance, things tend to unload when not being looked at, etc

  • @Ashamedofmyself
    @Ashamedofmyself Pƙed rokem +8

    I recently started learning Blender, and some of the terms being thrown around were still very vague to me. This made me better understand what I'm actually doing. Great video!

  • @mrfunk2066
    @mrfunk2066 Pƙed rokem +1

    I'm taking a computer graphics class currently and literally just completed an assignment where we implemented the Phong illumination model for our ray tracer. Cool video!

  • @Falconite
    @Falconite Pƙed rokem +3

    I clicked on the thumbnail for the normal pun and stayed for the content. Great stuff as always! Also excited for the hinted at parallax mapping episode coming up.

  • @unrealization3332
    @unrealization3332 Pƙed rokem +75

    It would've been good to mention that for unreal specifically, the B channel (Depth) of the normal map gets entirely thrown away when using the Normal Map compression, then they get regenerated when used inside a material from the R and G channels.
    So if using unreal, it isn't worth trying to get fancy with the B axis since it's just going to be thrown away anyway.

    • @kendarr
      @kendarr Pƙed rokem

      What possible reason does unreal have to do that?

    • @unrealization3332
      @unrealization3332 Pƙed rokem +13

      @@kendarr The compression type for normal maps in UE repacks R+G into RG+BA, so you get 2x the bit depth so higher precision normals.
      I forget the exact bit depth now, but it'll be 16 per channel instead of 8 for example, so you get might higher than 0-255 values, which creates a better overall normal but is still compressed nicely.

    • @user-qw6ht7jw2b
      @user-qw6ht7jw2b Pƙed rokem +3

      Since normals are normally normalized, you can calculate the missing channel if you know the other 2, so only 2 need to be stored which saves space. On the other hand, if you store all 3 channels, you can have a vector with variable length which determines light attenuation (or amplification), allowing you to do more fancy things with your normal map.

    • @kendarr
      @kendarr Pƙed rokem

      @@unrealization3332 I guess that's the reason we artists are not programers lol, thanks

    • @kendarr
      @kendarr Pƙed rokem

      @@user-qw6ht7jw2b Kinda makes sense, thanks, it's just wierd to think about it

  • @kuddlykraken2157
    @kuddlykraken2157 Pƙed rokem +10

    I've done some texture mods for a game and normal mapping is something I've come across and had a very simple understanding of what they do, I'm glad I came across this in Recommended to get a higher understanding. Who knows? maybe it'll help me with my own future endeavors!

  • @ch3rryvixen571
    @ch3rryvixen571 Pƙed rokem +1

    Since I work on Unity all the time to make stuff in VRChat like avatars and worlds I immediately recognized the thumbnail as a normal map lol

  • @DwaykeTubes
    @DwaykeTubes Pƙed rokem

    This video was recommended to me by youtube, and i can say this channel is a gold mine

  • @ruki4929
    @ruki4929 Pƙed rokem +9

    As a 3d animation student, I never understood why normal maps. Looked like that until now: thank you for actually explaining it!

  • @018FLP
    @018FLP Pƙed rokem +2

    This explanation about how RGB converts to Direction is mindblowing, i always wondered but it never clicked

  • @luz0103
    @luz0103 Pƙed rokem +17

    ive always wondered about the rooms in spiderman! I'm looking forward to the explanation

    • @gucenuckle
      @gucenuckle Pƙed rokem +9

      I am not an expert on this, but if I am correct...
      I believe the rooms in spider man are done with parallax scrolling, which in the most basic sense is taking multiple images and making them move independently of one another, creating a 3d effect. That's just what it looks like to me, however I could be completely wrong,
      I believe the main menu for Halo Reach actually did this.

    • @ZeroSensed
      @ZeroSensed Pƙed rokem +1

      @@gucenuckle you are right on the money mate

    • @luz0103
      @luz0103 Pƙed rokem +1

      @@gucenuckle oh thats really interesting!

  • @jonathanf3604
    @jonathanf3604 Pƙed rokem

    I love learning about the creative and genius ways that people learn how to solve problems. It’s amazing to see how realistic graphics have become in video games

  • @LoveDoctorNL
    @LoveDoctorNL Pƙed rokem +1

    I already find this so amazing, I can’t even prepare for what abnormal maps are capable of doing.

  • @leemclafferty5622
    @leemclafferty5622 Pƙed rokem

    I really love the new direction of your channel!

  • @dreamisover9813
    @dreamisover9813 Pƙed rokem +1

    I really like these short insights on the technical side of video game graphics from the recent videos!111

  • @aldoferdian6039
    @aldoferdian6039 Pƙed rokem

    Iam already working quite awhile in industry, this is literally the best explanation of normal map to a lot general population

  • @capnyeti
    @capnyeti Pƙed rokem

    Great informative video explanation! This is the way a lot of games function. I would like to see texture displacement used more, especially for ground and turrain. It adds a whole new level of detailed environment.

  • @maxxbmd
    @maxxbmd Pƙed rokem

    I love the pun in the numbnail of "This is normal." Because, first of all, it's common practice, and second of all, the viewers of the thumbnail are looking at a normal map.

  • @Taib-Atte
    @Taib-Atte Pƙed rokem

    i saw the thumbnail and thought, 'very clever.' great video!

  • @IIStaffyII
    @IIStaffyII Pƙed rokem

    Cheers on a great video. I already knew everything. Yet thumbnail was so catching i had to see how you would talk about.

  • @Myserval
    @Myserval Pƙed rokem +1

    the parallax mapping in genshin impact at the very end of the video is 100% the reason i got so interested in tech art lmao

    • @GraveUypo
      @GraveUypo Pƙed rokem +3

      it's kinda sad they toned that down a lot in future updates. mondstadt is FULL of them, but they're few and far between in inazuma and pretty much gone in sumeru.

    • @ok4405
      @ok4405 Pƙed rokem

      @@GraveUypo They'll probably use it more in Fontaine.

  • @capoeragames2081
    @capoeragames2081 Pƙed rokem

    can't wait for the second part, about time this amazing trick has received some love!

  • @Emma-lb1vf
    @Emma-lb1vf Pƙed rokem

    2:09 Oh this is so cool. It's taught in science class (reflection from a normal). When I first noticed the 3d effects on a 2d plane in games, my first guess was "It's something to do with reflection and lighting"
    Thank you for this well explained video

  • @jighardy
    @jighardy Pƙed rokem +1

    damn, what the heck? I had no idea this stuff was flat. I was completely convinced it was all just detailed 3d models. This is actually mind-blowing. This has to be the most incredible thing I've learned about in weeks

  • @optimisticori
    @optimisticori Pƙed rokem +23

    i love the videos you make. you keep things clear and concise and thats great for my smooth ADHD brain. i always feel like i’ve learned something when it ends. you’re doin great man 👌

  • @AdrX003
    @AdrX003 Pƙed rokem

    Thanks, i was almost getting everything on normals just by reading docs and you pretty much gave me that 1% i was not being able to find!

  • @pjetrs
    @pjetrs Pƙed rokem

    What I think is really cool is how many of this game design can be actually used to understand our own mind. We are constantly doing these kind of tricks within our brain to compute the world and make sense of our surroundings

  • @DerMarkus1982
    @DerMarkus1982 Pƙed rokem

    Instant Thumb-Up for the pun (is it one?) on the Thumbnail Image. đŸ€Ł

  • @smashdriven1640
    @smashdriven1640 Pƙed rokem +1

    As a student studying game art I can confirm that normal maps are insane. They can make a model look ten times more detailed than it really is geometry wise.

  • @Andrei5656
    @Andrei5656 Pƙed rokem +4

    Oh god yes please do the one with the rooms inside buildings without them actually being geometrically there. I'm a huge Flight Simulator guy and almost all the buildings un MSFS have rooms and interiors. How does it work? I can see it's a trick when moving the camera around and look closely but frol afar or at a quick glance, the illusion is perfect.
    Love your videos, thank you.

    • @GraveUypo
      @GraveUypo Pƙed rokem +1

      it's a perspective-changing cube map projection (basically a fancy scrolling texture). valve games use those for reflections.

  • @Bluestroke_
    @Bluestroke_ Pƙed rokem

    The pun in the miniature is incredible

  • @Zach_Films
    @Zach_Films Pƙed rokem

    Great video! Worth mentioning that UE5’s nanite aims to get rid of normal maps, it does some fancy geometry virtualisation that I won’t pretend to understand but it enables billions of triangles in a scene. Optimising meshes and authoring normal maps takes quite a lot of Artist time in game development so tech like this could be a very big deal when/if it’s fully adopted

    • @c3d_ultra499
      @c3d_ultra499 Pƙed rokem +2

      My main concern with games using nanite is bloating file sizes. There is something to be said about Nintendo sticking with the aging switch hardware, it keeps file sizes small and fast to download and force’s developers to actually optimize their games. That said, nanite is a impressive feat of technology for groundbreaking games

  • @Nohiro.3D
    @Nohiro.3D Pƙed rokem +4

    If you want to learn something also you dont need the blue channel. you can calculate the blue channel with the two others, most of time the engines are doing it via the sahder , if it's a custom engine it needs to be taken into account in the HLSL shader. Don't waste texture data using a useless blue channel for a normal map.

  • @themightyant.
    @themightyant. Pƙed rokem

    First time to your channel. Very informative, looking forward to more.

  • @cogcog5264
    @cogcog5264 Pƙed rokem +1

    I've seen many game files and the most detailed one is TLOU2. Normal maps and bump maps for pores and fingerprints. Detailed like crazy.

  • @MarioCorleone
    @MarioCorleone Pƙed rokem

    I first noticed this when I played Dark Souls 2 years ago, everything was detailed and lighting reflected perfectly, but the surface was flat and always wondered how that worked. Thanks for the explanation!

  • @jonwatte4293
    @jonwatte4293 Pƙed rokem

    The up/down channel is typically blue, not green.
    Red is the direction of U texture coordinates, green is the direction of V texture coordinates (in the plane of the polygon.)

  • @ashlet6035
    @ashlet6035 Pƙed rokem

    So what I'm getting from this is that everything is in another video for another time and/or on your Patreon. Neat.

  • @edenbwicey7250
    @edenbwicey7250 Pƙed rokem +3

    Not even watched the video and I fully love and understand the thumbnail lmao

    • @edenbwicey7250
      @edenbwicey7250 Pƙed rokem +1

      Cos flat is normal, amd that when they're not flat, they'll use a normal map đŸ€Ł

  • @Mantikator
    @Mantikator Pƙed rokem

    Looking forward to the video about parallax occlusion, as I have no idea how it is actually working :D

  • @Nanomaroni
    @Nanomaroni Pƙed rokem +1

    Why is everything flat in video games?
    Me: Excuse me Mister! How dare you say my beloved Pong looks flat! I play it for over 40 years and it still astonishes me how much detail they packed in.

  • @Skikopl
    @Skikopl Pƙed rokem

    I love that the thumbnail is a normal map and it just says "normal"

  • @Ben-rz9cf
    @Ben-rz9cf Pƙed rokem

    I always tell my students its like 3D glasses for the renderer. Those old school red and blue glasses that create the illusion of depth from a 2d image are pretty close conceptually to tangent space normals.

  • @davidliddelow5704
    @davidliddelow5704 Pƙed rokem +1

    I first noticed this on Geralts armor in witcher 3. It was chain mail and each ring caught the light correctly from every direction. I was like there must be a whole other texture for storing lighting information and I was right.

  • @maverickmurphy
    @maverickmurphy Pƙed rokem

    When I first started 3D modelling I had no idea what normal maps, height maps and ambient occlusion did... Thanks to our very impressive course syllabus, we skipped over substance painter entirely. Now I'm getting accustomed to Substance and planning to learn Mari

  • @kxtbit
    @kxtbit Pƙed rokem

    ok that thumbnail was actually funny lol

  • @mxmstrj
    @mxmstrj Pƙed rokem

    Looking forward to the cube map video

  • @davidCcode
    @davidCcode Pƙed rokem +1

    As a professional tech artist, I would approach the definition of normals in the same fashion as you just did. You do a great job of teaching + you made a pretty nice montage

  • @joshuafrederiksen
    @joshuafrederiksen Pƙed rokem +2

    Not going to lie. This has to be the best video I've seen for digesting the theory of normal maps. It took me a hot minute to learn all this on my own back when I started my 3d art journey. Very well made, with great visual examples. Bravo! 👏

  • @cusdu6349
    @cusdu6349 Pƙed rokem +1

    Great video. Simple and yet very instructive for noobies like me.

  • @LazyK808
    @LazyK808 Pƙed rokem

    I remember doing some 3D animation class, when i learned about bump maps, my mind was blown đŸ€ŻđŸ€Ż

  • @kaileeann
    @kaileeann Pƙed rokem

    Thank you for explanation! One question, why you won't show an example in GoW game if you already showing footage from it?

  • @debugempty
    @debugempty Pƙed rokem

    The thumbnail made me giggle. You get a like.

  • @ezequieldelorenzi8915
    @ezequieldelorenzi8915 Pƙed rokem

    dude new patreon sub here love it . the video, the edit, all!

  • @markolitrop8723
    @markolitrop8723 Pƙed rokem

    I absolutely love how the thumbnail says "this is normal".

  • @purpkiddpurp
    @purpkiddpurp Pƙed rokem

    Love the Idle Slayer sfx

  • @PSILOVANGTON
    @PSILOVANGTON Pƙed rokem

    What's the name of the background music? pls

  • @itsdewinter2351
    @itsdewinter2351 Pƙed rokem

    Does anyone know what game this clip came from at 3:26

  • @hungryporpoise5940
    @hungryporpoise5940 Pƙed rokem

    as a blender enjoyer, gotta love the pun on the thumbnail

  • @rajadarshidash1016
    @rajadarshidash1016 Pƙed rokem +1

    4:19 wait until you arrive at Sumeru desert(or Sumeru in general)

  • @danielmcelroy4505
    @danielmcelroy4505 Pƙed rokem

    Great hook, and really great thumbnail 👏😅

  • @enyrox
    @enyrox Pƙed rokem

    What is the background game?

  • @wocelz
    @wocelz Pƙed rokem

    So, speaking as someone who barely knows how game settings look after changing them, does anisotropic filtering control something in normal maps or is it a different thing? And how is it different from tesselation?

  • @seanewing204
    @seanewing204 Pƙed rokem

    This was amazing! Subbed!

  • @ToGamesItMayConcern
    @ToGamesItMayConcern Pƙed rokem

    Wow, just found your stuff. Great idea for a channel!

  • @Hybr1d996
    @Hybr1d996 Pƙed rokem

    Please guys do somebody know the name of the outro song?

  • @trybunt
    @trybunt Pƙed rokem

    What an excellent video. I've played video games for 30 years and never really knew how 2d shapes looked so 3d, but this makes total sense, even though I have no real 3d animation experience.

    • @werdle92
      @werdle92 Pƙed rokem

      Normal mapping is a big part of what made Halo 1 on the OG xbox look SO much better than other games at the time.

  • @potatto8534
    @potatto8534 Pƙed rokem

    Woah ur channel is underrated, glad I found it

  • @Moethemad70
    @Moethemad70 Pƙed rokem

    great vids man, your learning and I am too.

  • @r.s.f.stettler6718
    @r.s.f.stettler6718 Pƙed rokem

    top-tier thumbnail and title

  • @elliottryan13
    @elliottryan13 Pƙed rokem

    SOO GLAD THIS SHOWED ON MY FEED! EASY SUB!

  • @jermsbestfriend9296
    @jermsbestfriend9296 Pƙed rokem

    Can you include links to tutorials that show us parts of the process on your breakdowns?

  • @MangaGamified
    @MangaGamified Pƙed rokem

    IIRC putting 'details' to smaller polygons was called projection, then just before using them in in game, you bake some of the details like some shadows.

  • @NostraDavid2
    @NostraDavid2 Pƙed rokem

    If I don't see some Orange Deus Ex game in the next video, I'm going to riot. On my own.
    Because I'm pretty sure DE:HR was one of the first games that used cube maps to give those buildings some well needed depth. :D

  • @stealthproductionz6648
    @stealthproductionz6648 Pƙed rokem

    I know how this stuff works to the tooth and nail but NEVER knew why the colors are the way they are. Pretty cool calculated stuff with just colors.

    • @cvbattum
      @cvbattum Pƙed rokem

      Colors are just numbers between 0 and 255. The shaders care about the numbers, not the colors. We only use those colors to visualize the numbers because our brains can interpret the 3d effect that way (and it looks pretty fancy, ngl).

  • @NaudVanDalen
    @NaudVanDalen Pƙed rokem

    Displacement maps are even cooler because it makes the edges look realistic while with normal maps, the edges remain smooth.

  • @Anthro
    @Anthro Pƙed rokem

    Exited for the depth video some day ;)

  • @Crow_Rising
    @Crow_Rising Pƙed rokem +3

    The more technology develops, the more optimizations like this become possible. For example, you probably know about how higher poly models are more taxing on the hardware, which is why normal maps are so useful. It allows you to use a lower poly model that looks like it has the detail of a higher poly one. What is somewhat newer technology that has appeared in a number of games recently follows a similar principle: Resolution scaling. Just as higher poly models are more taxing, so to is running a game at a higher pixel resolution. Resolution scaling allows you to reduce this cost by running the game at a lower resolution, but then scaling that lower resolution up to the size of the screen as a borderless window. From here, filters can be applied to help mask (or highlight, depending on the situation) the added pixelation. This results in you being able to use less resources and improve framerates with minimal visual reduction. Though, the lower you're scaling down from, the more apparent the loss of detail is.

  • @switchunboxing
    @switchunboxing Pƙed rokem

    Oh cool I had no idea this was happening. I wanna learn more!

  • @IqroJunio
    @IqroJunio Pƙed rokem +1

    Love the thumbnail lol

  • @LeCalmar
    @LeCalmar Pƙed rokem

    I don't know if you'll mention this game, but i remember giants: citizen kabuto being one of the first game to use something similar, and it looked awesome.

  • @coffeedrinkingdude
    @coffeedrinkingdude Pƙed rokem +2

    So, a vid about Parallax shaders coming soon?

  • @martimking1craft
    @martimking1craft Pƙed rokem

    not just normal maps but height maps also help

  • @gremlin1196
    @gremlin1196 Pƙed rokem

    Is this different from tesselation?
    I thought that was the ability to give 3d depth info to 2d shapes?
    Is that an earlier technique or something else entirely?

  • @patriot1525
    @patriot1525 Pƙed rokem

    all this crazy stuff and im over here glad my renders dont have any black spots on it 💀