Been busy studying today! Learnt something about normal bump mapping in a Cage method.
Things I learnt from this lesson were:
•Use Render To Texture to create a normal bump map.
•Use the Projection modifier to “steal” detail from a high-resolution mesh.
•Use the Normal Bump map type to render the effects of a normal bump map.
And for those who aren't so techno-involved, A bump map (as google so kindly puts it) is thus:
•Bump mapping is a computer graphics technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a texture map and applied before the illumination calculation is done (see, for instance, Phong shading)
The first image is just the spread of the bump, the materials I was given to work with. it's just the unwrapped diffuse of a high-res model.
As the little piece of paper here says:
'This tutorial showed you how to use a projection cage to receive texture from a high-resolution model, then apply the result to a low-resolution version of the same model. This technique is an effective way to assign complex surface detail to low-polygon objects. This can be a useful technique when you prepare a model for a game engine. It can help improve render time, as well. '
Well. There ya have it :D
Music - Apocalyptica - On the Rooftop with Quasimodo