Fenric said:Basically what your saying is normal maps don't work.. Well, I happen to know a number of very large studios who will disagree with you strongly there. If normal maps didn't work how they should, then to start with, why would Far Cry, HL2, DoomIII, QuakeIV, Stalker and many others be using them.
argh shudder lol
nope,what Basically im saying is that Normals maps/Bumpmaps (and others like specular maps ) are a fake in Hl2. just that, nothing more,nothing less.
it can "work" , for special Static lighting situations ,but for dynamic situations they Dont. in the sense that the end result is not correct.those other games you mentioned -NOrmals Works- correctly- .because their per pixel Lighting/Shade engine is more dynamic,and more accurate that the lighting techniques in Hl2. Hl2 will need to rely in many workarounds or hacks to do those techniques because of the way lighting works there.
and the Professional 3dmarket ,is diferent from games.. because those are non-realtime graphics. games are real time graphics. so you cant compare both . Only the Viewports can be in Realtime in some applications. but the CPu renderings are in Non-realtime. so you get -accurate normals mapping/Bump mapping - there too with almost any techniques.