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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Crackerjack
    • December 6, 2005 at 4:24 AM
    • #561
    Quote from insta

    Crackerjack maps?

    EH?!

    I actually used normals for these textures.. and the tile uses a spec map. But as for the history and where bumps are going.. I have no idea. I used the nVidia plugin for the tile and working on modeling a normal for the last diffuse there.

  • kleinluka
    • December 6, 2005 at 5:06 AM
    • #562

    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.

  • insta
    • December 6, 2005 at 5:08 AM
    • #563

    Thanks for the explanation. Been wondering about the difference for a while, as well.

  • marque_pierre
    • December 6, 2005 at 9:44 AM
    • #564
    Quote from kleinluka

    Normal maps have replaced bump maps pretty much everywhere....

    Ahhhhhh dammit! Might as well start biting the bullet then. :roll:

  • Crackerjack
    • December 6, 2005 at 11:55 AM
    • #565

    yeah and arent you doing textures for NW now marque?!!?!

  • marque_pierre
    • December 6, 2005 at 12:23 PM
    • #566

    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...

  • evillair
    • December 7, 2005 at 4:08 AM
    • #567

    [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]

  • marque_pierre
    • December 7, 2005 at 4:31 AM
    • #568

    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.

  • kleinluka
    • December 7, 2005 at 4:34 AM
    • #569

    the normal map will distort that anyways...

  • ginsengavenger
    • December 7, 2005 at 6:58 AM
    • #570

    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.

  • The Postman
    • December 7, 2005 at 8:04 AM
    • #571

    heightmap that, don't use a normalmap, evillair. The normal map will make the bricks look "muddy" and soft.

  • rayzone
    • December 7, 2005 at 8:41 AM
    • #572

    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:

    http://%7boption%7d

  • BaRRaKID
    • December 7, 2005 at 12:31 PM
    • #573

    looks nice and clean <3 it. Can we see a screenshot of it ingame with a bump map?

  • Kreigore
    • December 7, 2005 at 4:19 PM
    • #574

    Looking good rayzone

  • Minos
    • December 7, 2005 at 5:03 PM
    • #575

    Looks really cool rayzone. Add more dirt/variation to it tho... otherwise there's no point on making it a 1024x texture.

  • PhilipK
    • December 7, 2005 at 6:33 PM
    • #576

    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.

  • The Postman
    • December 7, 2005 at 6:54 PM
    • #577
    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.

  • marque_pierre
    • December 7, 2005 at 6:59 PM
    • #578

    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...

  • rayzone
    • December 7, 2005 at 8:18 PM
    • #579

    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:

  • evillair
    • December 7, 2005 at 11:40 PM
    • #580
    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 Pericolos0

    it 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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