bump mapping and models


Watchtower
12-30-2004, 08:10 AM
Ive been recently experimenting with bump mapping with source textures for maps.

Ive had great and not so great success with some textures coming from a flat 2d look to an impressive 3d look, most notably with cobbles being the most successful as they have places where indentations occur.

What I was wondering is can or is it done to models and has anyone tried doing this yet? Results?

mXed.dk
12-30-2004, 08:17 AM
yea i have tried a few times with some of my models and it works great ..
i successfull ported the dod colt as desert eagle for cs:s with bumpmapping ..

Watchtower
12-30-2004, 08:20 AM
Could I possibly see some before and after shots? Id be glad to show you some as well.

Also, were you using a greyscale heightmap or where you using some heavy duty bump mapping plugins with photoshop? I have the latter and I must say they rock. They even make those cool looking RGB maps that the XSI/Valve ppl showed in those old tutorial videos.

mXed.dk
12-30-2004, 08:39 AM
i use the ps filter nvidia made
you can't really see the bump effect on the
model unless you are standing in a very bright
light. i guess it's because the skin isn't highres
enough. but i can show you the model in bright light
and in normal light

ps. i can send you the model if you want

Trp. Jed
12-30-2004, 08:41 AM
Bump mapping, normal mapping, etc. are just part of the Source material system. They apply to pretty much anything in Source that can have a texture applied so thats models and map surfaces.

Dead
12-30-2004, 11:05 AM
OMG!

Can someone make the models for CS:S? Playmodels and Weaponsmodels? That would be awesome - and nice to wait for DoD: S :)

ripa
01-02-2005, 04:32 PM
IMO you shouldn't just stick a bump/normalmap to an existing model + texture because they were both made without bumpping in mind. The texture will have its own lightning which will conflict with the one generated dynamically.

kleinluka
01-17-2005, 07:23 PM
You can tweak the diffuse map and create a new specular and normal based on that.

When you base your normal map off a greyscale heightmap, make sure it is as clear and simple as possible. The more fuzzy spots you have the messier your end result will be.

I'd also suggest using KALDERA, a plugin for 3D-Max to convert the greyscale map into a normal map. It gives better results than the NVIDIA plugin for Photoshop.

Cheers.

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