Author Topic: Considering bump maps...supported in BC?  (Read 5961 times)

Offline pepperman

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Re: Considering bump maps...supported in BC?
« Reply #40 on: March 05, 2009, 05:46:41 PM »
So then, what's scoop with applications like CrazyBump


Offline Legacy

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Re: Considering bump maps...supported in BC?
« Reply #41 on: March 05, 2009, 06:22:51 PM »
So then, what's scoop with applications like CrazyBump



Make bumps, then convert then to normal maps :P
You can't paint over normal maps the same way you can paint on bumps.
When you look at a bump map, you can easily see the depth by understanding the greyscale.
Unless you have a pretty well trained eye (much more than i even imagine i have) you won't be able change a normal map by painting on it, unless it's a matter of minor fixes.

Also, grayscale maps are used on a much more usefull thing that is called "displacement maps", which only work on powerfull CGI render engines, which precalc subdivisions of the faces and then move those fake vertexes based on the displace map to create a real relief (which exists only during render time), and then precalc the lighting  over all that subdivided surface.
Results on those are amazing as the geometry is actually deformed, and you won't lose the effect at the edges as a bump or normal, which are texture artifacts.
The drawback is the huge rendertime.

Offline uk_resistant

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Re: Considering bump maps...supported in BC?
« Reply #42 on: March 06, 2009, 09:44:00 AM »


1st - there are no bump maps in bc, nor in any other engine. Bump maps are not supported by any real time application.


Just wanted to jump in here: Bump maps are absolutely used in (older) engines and real time applications. They are not used much any more save in sparingly in some instances on the wii (we used them in house of the dead) as normal maps have direction lighting capabilities as well.

Bump maps only deal with depth.

Offline Raven Night

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Re: Considering bump maps...supported in BC?
« Reply #43 on: March 06, 2009, 06:23:24 PM »
Well, I usually do all of my bevel work and shadows by hand, and the results from generating them are usually hit or miss. Im no expert of course, but ive gotten pretty comfortable with it. All of the details on my maps are either hand drawn or grabbing pics (like machinery), making some adjustments and turning them into greebles.

Bump mapping, at least for renders in Max seem to add more depth than my work, increasing overall realism. Speculars only seem to add shine when in direct light.

That may be oversimplifying it, but its what Ive noticed sofar.

Since it doesnt use bump maps, is there any way to add the shadow nuances that bump mapping does? I would hate to increase poly levels with panels modeled in...I would like to find an artistic method to add more depth than I have at present.

Offline Legacy

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Re: Considering bump maps...supported in BC?
« Reply #44 on: March 06, 2009, 07:11:07 PM »
Since it doesnt use bump maps, is there any way to add the shadow nuances that bump mapping does? I would hate to increase poly levels with panels modeled in...I would like to find an artistic method to add more depth than I have at present.

Find another engine.  :arms:

Well, it's sad, but the only way to add anything that will affect a model like a pannel would do in bc is the specular, which is not much of a change, but helps to fake different surfaces and depths.
You can also use a bit of drop and inner shadows into the surfaces to fake the depth, helps a bit too.