Nicely done all of you. I wet myself at the skills I have seen in this topic.
Zaph, you braggart!
Nicely done all of you. I wet myself at the skills I have seen in this topic.
Zaph, you braggart!
Normal mapping doesnt have to look plastic if a specular/gloss map is used correctly. Plus if you enhance standard normal mapping with virtual displacement mapping (parallax mapping) it would be a neat effect for rock, sand, brick walls, that kind of thing.
In my opinion the best aspect of normal mapping comes with dynamic lighting, as a light moves across the surface of a flat polygon the diffuse lighting changes to reflect this, it looks realistic and adds to the suspension of belief that games are so keenly aiming for.
Plus as regards texture resolution Tayl0r, just because a crate is 64 units doesnt mean that in game those 64 units will occupy 64 pixels (or texels rather) so the extra resolution is justified.
omfg that has to be my longest post ever on any bbs (and its not even that long)
oh btw, nice textures all
[Blocked Image: http://mapcore.org/halflife_jpg/!toxicgrn.jpg]
[Blocked Image: http://www.katy-fan.de/!toxicgrn.jpg]
oh my god, look it's water! and it's toxic! and it's more green then the original one!11
and it doesn't tile!
you have TWO clearly visible cuts in that texture and its even worse when you repeat it. 512 is a bit of waste for that too, as you basically repeated the same texture over and over again, so you could just as well make it a 256 without any loss of quality
there are three visible cuts
argh you're right, how the hell >O<
gimme some seconds ![]()
€dit:
okay i replaced it with a 256x256 one, without any cuts x_x
and now it's tileable (or how ever it's written)
Quote from ZaphodBut what do I know, I have only been working with the engine for two and a half years.
It's not like it's a stupid thing for me to say with every other engine in existence not doing it and valve even realising videos of them making bump/normal maps. There's no need to be a twat about it.
oh please keep the fighting out of here. It's the longest mapcore thread in history~~~~~
I might not be posting more textures by me for a while, i was hookin my new motherboard + PCU and memories onto my comp, and something went wrong. I MIGHT get it to work tonight, il let ya know peeps =)
And i say again, this is for fun, so stop whining at eachother (no names mentioned)..
Fallalalaaaa :wink:
Quote from TaylorIt's not like it's a stupid thing for me to say with every other engine in existence not doing it and valve even realising videos of them making bump/normal maps. There's no need to be a twat about it.
That wasn't meant as a hostile comment to anyone, I was just backing up why anyone should consider my view on the matter. Sorry if you took it the wrong way.
Anyway, almost all modern engines have this increase in texture resolution, UT, UT2k4, UT3, Source, Painkiller, Max Payne, etc. It's a pretty standard visual requirement, unless you are going for a different look (dewm 3)
ok this ones a bit lame, made it during lunch in a hurry...
[Blocked Image: http://www.yattahost.com/files1/lab1_w1.jpg]
[Blocked Image: http://www.yattahost.com/files1/testcrap.jpg]
meh was bored :S~~
[Blocked Image: http://mapping.nuclear-dawn.net/arjanb/hl.jpg]
[Blocked Image: http://mapping.nuclear-dawn.net/arjanb/remake_hl.jpg]
Quote from Pericolos0the static lighting hl2 has makes bumpmaps pretty useless fps eaters in much circumstancesam i rite????
thats not exactly correct. The normal mapping in MOST cases is used to accentuate the depth of a texture with some type of specular shine. For instance if you wanted the look of moonlight shining on wet cobblestones, the light itself is static, but on the tiles it moves with the player (visually speaking of course.) In addition by simply normal mapping bricks with a static light source you can have them light as if they were in the enviorment, where as a flat texture can only do this fake. For example on certain sections of the wall it would be lit from the moonlight from the moonlight direction, but if you put a street light below it or something it would be shining under the bricks. So it's actually quite useful, just REALLY difficult to do it correctly without going overboard and getting the afforementioned plasticy/metal fever.
that texture pwns IR
I love all the little nicks and damage in the cracks.
holy #%@(@ that rocks IR, hotness.
Goodjob as always IR! Love the details!
seems like i'm the only noob in here ![]()
great texture IR!
[Blocked Image: http://mapcore.org/halflife_jpg/+alab1_w6a.jpg]
[Blocked Image: http://www.katy-fan.de/+alab1_w6a.jpg]
it loooks good, but what IS it
i would say a big lightsource?! or maybe a hi-tech freezer ![]()
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