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Posted

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.

Posted

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

it looks like he just converted a heightmap to a normal map which should look pretty much thesame ingame?

Posted

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.

Posted

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

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.

Posted

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:

Posted

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.

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

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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