Messing Around With Bumpmapping
Jimmeh
Join Date: 2003-08-24 Member: 20173Members, Constellation
Modelled and skinmeshed in MS3D.
Skinned in Photoshop.
Rendered in Deep Exploration.
TSA Edition Basketball : For stress relief on long voyages.
Some program on <a href='http://www.unwrap3d.com/' target='_blank'>here</a> was used for bumps
<img src='http://ee.1asphost.com/Jimmeh/basketball.jpg' border='0' alt='user posted image' />
<img src='http://ee.1asphost.com/Jimmeh/basketball2.jpg' border='0' alt='user posted image' />
EDIT - started adding bumpmaps to standard player model. Will post later <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Skinned in Photoshop.
Rendered in Deep Exploration.
TSA Edition Basketball : For stress relief on long voyages.
Some program on <a href='http://www.unwrap3d.com/' target='_blank'>here</a> was used for bumps
<img src='http://ee.1asphost.com/Jimmeh/basketball.jpg' border='0' alt='user posted image' />
<img src='http://ee.1asphost.com/Jimmeh/basketball2.jpg' border='0' alt='user posted image' />
EDIT - started adding bumpmaps to standard player model. Will post later <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Comments
<3
Heres the marine i promised <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<img src='http://ee.1asphost.com/jimmeh/animated.gif' border='0' alt='user posted image' />
maybe if you were adding detail instead of bumping the detail already present?
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_smoothmesh.jpg' border='0' alt='user posted image' />
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_maps.jpg' border='0' alt='user posted image' />
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_smoothmesh.jpg' border='0' alt='user posted image' />
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_maps.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Put the texture on that...
Heres the marine i promised <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<img src='http://ee.1asphost.com/jimmeh/animated.gif' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that looks amazing
[edit] i see it nevermind
wow i wish hl supported bump mapping
will hl2 support?
Same with textures for maps.
It does ALOT to the graphics.
If only HL1 supported it... <sigh>
VALVe have spent over 40 million $ on it, trust me, it WILL come out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
it does support something simmilar, just not on the models (detailed textures for mapping is what i'm mentioning..)
no, as there is a .txt file that carrys the same name as the map, that has the code that says "this texture goes to this texture, with this alignment"... that wouldn't work for models
Well, it's concievable that the same treatment could be true for models - compile a second bmp with the model that gets used for detail textures. Where this falls down is HL's 512x512 texture size limit.
No point having detail textures if they can't, y'know, add details.
Well, it's concievable that the same treatment could be true for models - compile a second bmp with the model that gets used for detail textures. Where this falls down is HL's 512x512 texture size limit.
No point having detail textures if they can't, y'know, add details. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
fatboy model, apply detailed "bump" texture, make it transparent = HL1 with bumpmapping.... but ~2.1 times the polygons....
it's available now that dod 1.0 dlls work, but the polygon counts go through the roof
the aprox. of the crash is 30,000 poly on screen...
which has been "proven wrong"... but that was with CS and less W and E poly (maping poly)...
the figures include World Poly, Model poly, and Entity Poly.... each adding in to their own little way...
look at doom3
tons of poly and it will work on a decent computer
the aprox. of the crash is 30,000 poly on screen...
which has been "proven wrong"... but that was with CS and less W and E poly (maping poly)...
the figures include World Poly, Model poly, and Entity Poly.... each adding in to their own little way... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ok here is another question do you know how many polys are on screen in the average NS game minus the V model and hands?
it's available now that dod 1.0 dlls work, but the polygon counts go through the roof <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It'd need to be more of an overlay blending mode than additive though - the method you're outlining doesn't let you augment shadows at all, not to mention it's not even remotely bumpmapping since it won't react realistically to light.
The fatboy method works okay for making things shiny, but not much else.
the aprox. of the crash is 30,000 poly on screen...
which has been "proven wrong"... but that was with CS and less W and E poly (maping poly)...
the figures include World Poly, Model poly, and Entity Poly.... each adding in to their own little way... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ok here is another question do you know how many polys are on screen in the average NS game minus the V model and hands? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
single marine = 1125 poly
armory = 428
Commander = 450
resource TOWER = 434
resource BASE = 138
Infantry Portal = 237
MAXIMUM Wpoly on an official NS map = 600
add it all up, and you've got about 3,000 poly right there...
so i'de say about 10,000 poly on screen per game (at the peak turret/OC spam spots)
it does support something simmilar, just not on the models (detailed textures for mapping is what i'm mentioning..) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
you can do detail textures with models, but the skin has to be compiled in, and it will look kinda funky.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=43&t=66420&st=0#entry989532' target='_blank'>List of polygons per Default NS Model</a>