Messing Around With Bumpmapping

JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
edited March 2004 in NS Customization
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-->

Comments

  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    nice bumpmapping <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <3
  • JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
    Thanks, although i didn't do much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    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' />
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    edited March 2004
    erm... i can't see much difference <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    maybe if you were adding detail instead of bumping the detail already present?
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    his armor looks more beat up and thats all i can see :\
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    This is what i mean with adding more detail:

    <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' />
  • JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
    <!--QuoteBegin-Sylver+Mar 21 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sylver @ Mar 21 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is what i mean with adding more detail:

    <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...
  • CMF_FatalCMF_Fatal Join Date: 2003-12-27 Member: 24792Members
    actually, if you take a screen of the original and putit up to that new rine... the results are pretty clear...great work jimmeh. that basketball looks pretty cool cept that one part on the 2nd pic thats kinda flattened. ive used bumpmaps in Poser 4 quite a bit and they make a big difference in the quality of models. try using a bumpmap on say an onos, you can get some pretty crazy stuff out of it if done right :o ill post some my bumpmaps expiriments when i get home 0_o
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Jimmeh+Mar 21 2004, 09:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimmeh @ Mar 21 2004, 09:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks, although i didn't do much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    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
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    edited March 2004
    i dont see the pics jimmeh

    [edit] i see it nevermind

    wow i wish hl supported bump mapping

    will hl2 support?
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    In short, yes.

    Same with textures for maps.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    EVE becomes like a whole different graphics engine with Bumpmapping.
    It does ALOT to the graphics.

    If only HL1 supported it... <sigh>
  • SWAT_PointmanSWAT_Pointman Join Date: 2003-10-05 Member: 21458Members
    edited March 2004
    I have doubts that HL2 will ever come out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-SWAT Pointman+Mar 21 2004, 09:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SWAT Pointman @ Mar 21 2004, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have doubts that HL2 will ever come out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    the game itself is done, they just gotta release it.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-Warfare+Mar 21 2004, 03:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warfare @ Mar 21 2004, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If only HL1 supported it... <sigh> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it does support something simmilar, just not on the models (detailed textures for mapping is what i'm mentioning..)
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    do you think you could get detail textures for models?
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-CoolCookieCooks+Mar 21 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Mar 21 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> do you think you could get detail textures for models? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    meh, i guess so <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    <!--QuoteBegin-Delarosa+Mar 21 2004, 10:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-Billy Silverfish+Mar 21 2004, 05:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Billy Silverfish @ Mar 21 2004, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Delarosa+Mar 21 2004, 10:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    do polygons make a difference if you have a computer that can support it? or does half life get unstable?
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    half life engine <b>will</b> crash if the polygon limit is reached..

    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...
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    im pretty sure it has to do with halflife

    look at doom3

    tons of poly and it will work on a decent computer
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Delarosa+Mar 21 2004, 05:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 05:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> half life engine <b>will</b> crash if the polygon limit is reached..

    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?
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    <!--QuoteBegin-Delarosa+Mar 21 2004, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--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.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited March 2004
    <!--QuoteBegin-chrono5454+Mar 21 2004, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ Mar 21 2004, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Delarosa+Mar 21 2004, 05:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 05:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> half life engine <b>will</b> crash if the polygon limit is reached..

    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)
  • PanzerOxPanzerOx Join Date: 2003-04-22 Member: 15754Members
    <!--QuoteBegin-Delarosa+Mar 21 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 21 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Warfare+Mar 21 2004, 03:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warfare @ Mar 21 2004, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If only HL1 supported it... <sigh> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    wow... that's like seeing a 2-d image become 3-d. adds so much more depth to it. great work.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-chrono5454+Mar 21 2004, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ Mar 21 2004, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    <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>
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