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Bump Mapping [message #290438] Sun, 14 October 2007 09:38 Go to next message
Oblivion165 is currently offline  Oblivion165
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Has anyone got a decent setting for bump mapping? Everything looks like its got a layer of slim on it if I use the "Realistic water tutorial".

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Re: Bump Mapping [message #290457 is a reply to message #290438] Sun, 14 October 2007 12:53 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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The slimey look with bump mapping seems to be caused usually from the amount of bumpscale you have. If you had 0.1 or less it probably wont come out so slimey, though it also wont look very 3d. The texture you use for the bump also has a huge impact on how it will look in the end. If you try making your bump map with black, white and grey shades of color, it seems to come out alot smoother since it is only determining hight and not giving you a combined look with that slimyness.

Here is a small example i made using a panoramic tile i created with a few images. The bump mapping itself though will always have a little bit of the slimeyness, but always depends how the texture is created.

http://i175.photobucket.com/albums/w125/Blaze558/LevelEdit2007-10-1412-45-22-82.jpg

http://i175.photobucket.com/albums/w125/Blaze558/LevelEdit2007-10-1412-45-20-73.jpg

http://i175.photobucket.com/albums/w125/Blaze558/LevelEdit2007-10-1412-44-06-03.jpg

This was the bump used for it all, just is emboss with alot of blurr and smoothness, if you wanted something different, the bump would have to be done differently also.

http://i175.photobucket.com/albums/w125/Blaze558/PanoramicMiddle2Bump.jpg


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: Bump Mapping [message #290478 is a reply to message #290438] Sun, 14 October 2007 16:31 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Bah that blows but thanks for the info.

I am creating my bump maps just like I normally would for any bump map...I wonder why the WW made their bump mapping use clear gel?


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Re: Bump Mapping [message #290488 is a reply to message #290478] Sun, 14 October 2007 19:23 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Alot of normal maps and bump maps have that appearance up close or from certain angles.

I made a complaint about UT3's normal mapping and parallax mapping having this wet look or "gel" look.

I backed off once i found out the textures are heavily compressed and a smaller res, hoping this gel look doesn't appear for bump/normal/parallax once the res is higher.

I think it's really just the way it works on most engines.

Blazea is right though, it's a fine line of setting the amount you want, in UT3, I think they went a lil overboard.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Sun, 14 October 2007 19:25]

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Re: Bump Mapping [message #290496 is a reply to message #290438] Sun, 14 October 2007 21:01 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
Yeah, a lot of engines made around that time had that 'gel' look on their bump maps. The original Halo for PC had them too.
Re: Bump Mapping [message #290538 is a reply to message #290496] Mon, 15 October 2007 06:28 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Actually I have found that for some reason the new shaders will screw with the bump mapping and make it look like crap, and sometimes they will load up fine (this might just be a Nvida 8600 thing though).

Re: Bump Mapping [message #290673 is a reply to message #290478] Mon, 15 October 2007 17:19 Go to previous message
saberhawk
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Oblivion165 wrote on Sun, 14 October 2007 18:31


I am creating my bump maps just like I normally would for any bump map...I wonder why the WW made their bump mapping use clear gel?


Because they were lazy and used bump emboss mapping (a technique provided by the fixed function in Direct3D Cool
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