totally random texture thread
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Normal maps have replaced bump maps pretty much everywhere....
the difference between bump and normal is pretty simple:
bump= creates illusion of bumpiness by making a pixel appear like its facing into a certain direction along an axis (x / y as represented by black and white)
normal= same idea except it's xyz and the black and white is replaced by RGB to make that possible. If you look at our sticky tutorial thread you will find a number of good links that will go more into detail about this.
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Thanks for the explanation. Been wondering about the difference for a while, as well.
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yeah and arent you doing textures for NW now marque?!!?!
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Talk about biting bullets.
Well, I got in on the tail end when NW was a very promising mod for HL1. Today it is a different beast altogether. I am in two minds about it now. It appears that every lab must be like your bog standard corridors from Doom3 with grey/brown grungy visuals no matter where, when and what the setting is. That is so not what I am about. Yes, I am officially on NW, I guess...
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[Blocked Image: http://evillair.net/tmp/Q4/eg_wall_03_d.jpg]
[Blocked Image: http://evillair.net/tmp/Q4/eg_wall_03_n.jpg]
[Blocked Image: http://evillair.net/tmp/Q4/eg_wall_03_s.jpg]
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evillair consider that the mortar between the bricks might have more chances of shining, since there will be crystal like particles in the mix. So adding a slight noise map to the mortar lines might be an idea.
Just a suggestion.
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the normal map will distort that anyways...
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How come you guys didn't know the difference between normal maps and bump maps. Don't you read up on anything?
Bump maps have been around forever in renderers but they never made it big in realtime game engines because they are very expensive. They are used to generate geometry at runtime which is used to figure out what direction a pixel on a face is "facing" (its normal) which is used to generate accurate lighting information.
A normal map uses three color channels to directly encode that normal into a single pixel of information so nothing has to be figured out at runtime. The pixel simply has to be lit based on whether it's "facing" a lightsource or not.
That's why there are PS filters to convert bump maps to normal maps, because if you can drop that step at runtime you gain much performance. There is really no difference in the results except for the performance gain in using normals over bumps.
It is not over for bump maps. It is very difficult to paint a normal map but it is much easier to paint a bump map. You will be painting bump maps and converting them to normal maps for game use.
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heightmap that, don't use a normalmap, evillair. The normal map will make the bricks look "muddy" and soft.
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Hello.
Ive tried to make my first 1024 texture. And here it is:
[Blocked Image: http://home.no/rayzone/asdf/testwall3.jpg]
My goal was to make something like this:
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looks nice and clean
it. Can we see a screenshot of it ingame with a bump map? -
Looking good rayzone

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Looks really cool rayzone. Add more dirt/variation to it tho... otherwise there's no point on making it a 1024x texture.
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Cool stuff rayzone.
I think the colours are too monotone atm tho.
Would be nice to see some kind of dirtier base as well as some edge dirt/worn around those pilllars, arcs and top trim thing. Also the top trim could benefit from a slight offset in hue from the rest of the wall imo.
Anyway good job on the details.
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Quote from Pericolos0
it looks like he just converted a heightmap to a normal map which should look pretty much thesame ingame?
Nein. It muddies it because most plug-ins for normal mapping in photoshop produce edges about as sharp as pudding.
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Then do the plugin and then sharpen it up yourself. I remember an artist column article in Develop about painting your own normal maps in the channel palettes...
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Thanks for the tips. I will keep that in mind until next time.
Because I realised while making that texture that my computer really sucks. So I will just keep making 512x512 instead.
And barrakid, sorry no screenshots ingame cuz i dont have a game :roll:
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Quote from The Postman
heightmap that, don't use a normalmap, evillair. The normal map will make the bricks look "muddy" and soft.
HL2 uses heightmaps?
This is for Quake 4 - they don't have heightmaps.
Quote from Pericolos0it looks like he just converted a heightmap to a normal map which should look pretty much thesame ingame?
Your right, I made a heightmap by hand then converted it to a normalmap. this way a get a better detailed normalmap.
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