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๐Ÿงต Untitled Thread

Anonymous No. 857260

>the official cover art for Halo infinite has flipped normal maps on his fucking armor

how the FUCK does this happen

Anonymous No. 857261

>>857260
Point out somewhere where this is evident for me

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Anonymous No. 857264

>>857261
the details and indents are lit from the wrong angle on stuff like the shoulder armor, and some pieces have really noticable shine that shouldn't be there, like the outer side of his thigh. parts are lit upside down like that indent on the middle of the thigh armor facing the camera

non fucked up pic for comparison

Anonymous No. 857271

>>857264
>>857260
Are you sure that he wasn't photocopied in there?

Anonymous No. 857330

>>857264
>Rim lighting = inverted normals
okay, retard.

Anonymous No. 857381

the state of /3/

Anonymous No. 857403

>>857264
>the details and indents are lit from the wrong angle on stuff like the shoulder armor.
>parts are lit upside down like that indent on the middle of the thigh armor facing the camera
put a red circle around it for retards like me, I am not in the mood for playing "find waldo".
>and some pieces have really noticable shine that shouldn't be there
you do know what artistic (but often unrealistic) rim-lighting is, like the other anon said, right?
>>857330
>>857381
when the blind lead the blind, the one-eyed man is king.

Anonymous No. 857423

>>857330
>>857381

Had to look pretty hard but I think Op is right, the recesses that are prob not geometry but
normal maps catch light from the wrong direction compared to >>857264

Like look at those two black horizontal stripes above his knee. In the promoart it catches the light as if it's protruding out.
But in >>857264 they are clearly recessed. Fresnel/rim light doesn't explain away that.

Anonymous No. 857424

>>857260
>how the FUCK does this happen

Different apps uses different orientation for the normal. In max for instance the green channel has white down black up so you need to invert it in the shader or flip it in the texture to show up correctly in the viewport. So perhaps masterchief's normals was baked in max.

Anonymous No. 857541

>>857423
he's a fucking stupid American and so are you

Anonymous No. 857553

>>857260
At first I doubted it, but his left thigh armor looks a bit weirdly shaded, as if there's an obvious case of flipped normal maps.
This is pretty common when they get some goobers outside of the studio to make promo art. Here they probably rendered Chief in some program where the Y channel is inverted on normal maps and were too stupid to correct it.
Something similar that comes to mind is this Fallout 76 promo art T-51 model where some genius added a left ear piece to the helmet (which isn't supposed to be there) and made the surface look like dented sheet metal even though it's supposed to be composite. This particular situation isn't a big problem since nobody notices it, but think about the pic in the OP. How much did they have to needlessly fine tune the lighting and edit the rendered image just to hide the most obvious parts of the flipped normal maps? Could've avoided all the hassle by not being a retard in the first place.

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Anonymous No. 857554

>>857553
forgot pic