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Modelling and limits


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#16 M60_Gunner

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Posted 15 July 2003 - 01:31 AM

Bump mapped materials
HL2 has an amazing bump mapping approach called diffused specular dot product bump mapping. This allows the ability to give a polygon surface extension texture detail (bumps, etc..) without actually increasing the polygon count. More information about this here: http://users.ox.ac.u.../simplebump.htm

This is a squashed sphere model with a bump map. The bumps are NOT extra polys, it's really flat but to the human eye the modified lighting makes it look wicked =)

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#17 Maxx

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Posted 15 July 2003 - 02:01 AM

so true man, so true biggrin.gif
bump mapping is awesome
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#18 [Guest]»Xcentric_*

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Posted 15 July 2003 - 02:39 AM

Whoa. That looks awesome. So, those little ridges are the 'Bumps?

#19 Maxx

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Posted 15 July 2003 - 03:23 AM

yep, as the light moves or changes, the bump act accordingly, as if they were really there biggrin.gif

it makes for excellent detail smile.gif
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#20 [Guest]»Xcentric_*

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Posted 15 July 2003 - 04:05 AM

Thats F'ing awesome! God I love VALVe

#21 Maxx

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Posted 15 July 2003 - 04:09 AM

not as much as me wink.gif
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#22 [Guest]»Xcentric_*

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Posted 15 July 2003 - 04:19 AM

Oh reeeeeally? I gave gabe 2.6 million dollors for HL2! Not really. I'd only do that if i were Bill Gates. wink.gif

#23 Maxx

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Posted 15 July 2003 - 04:34 AM

lol
dont worry Xcentric, my mom always said i was cool too
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#24 [Guest]»Xcentric_*

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Posted 15 July 2003 - 03:22 PM

wink.gif Okay...

#25 Maxx

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Posted 15 July 2003 - 09:15 PM

i cant wait to bump map my M16 model biggrin.gif
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#26 Hiro_Protaganist

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Posted 16 July 2003 - 12:11 AM

of course it's makes the skinning process even more of a pain than before. and bump mapping probably won't work on mid or low end machines. which is why i's damn important to make sure as you create your models that you keep poly counts nice and low.
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#27 Maxx

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Posted 16 July 2003 - 03:32 PM

True, u wanna get as much detail but the lowest poly counts possible.
and those with low end machines, sorry to say, even though we will cater to them yes, will be left in the dust when it comes to quality sad.gif
sorry low end d00ds! but it has to be done for the rest of the mid-high end d00ds to enjoy it.
of course we should all still take care to make our mods and models and maps with the low end machine in mind (the 700mhz with SD ram!) but we gotta focus on the fact that most HL2 players will have a midlevel machine, or better.
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#28 Priest

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Posted 19 July 2003 - 05:01 AM

I'm with Maxx on this one. Basically, Aeternus is made for the upper mid to high-end machines.

#29 iceman

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Posted 19 July 2003 - 11:18 PM

QUOTE (Xcentric @ Jul 14 2003, 05:10 AM)
Wow. That sounds really cool. Thanks for the explanation!

you thinks thats cool. wait until you find out what displacement mapping is. biggrin.gif


Edited by iceman, 19 July 2003 - 11:18 PM.


#30 Emon

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Posted 20 July 2003 - 11:24 PM

Bumpmapping is a technique used to make the world's lighting affect textures. In the case of normal mapping (e.g. Deus Ex 2 and Thief 3), it's down to every pixel. In the case of something like Quake III, bumpmapping can be done, but uses regular lightmaps, which is often a much lower resolution unless you compile with some insane settings.

Doom III uses PolyBump, a rather shitty technique where a model with an extreme tris count (as high as four million) is grafted, so to speak, over a low poly model, which would be a few thousand at most. It's a good concept, but everything made with it looks horribly like plastic, as we see in Doom III and some other console games. It also takes about five times as long to make a texture, since you have to model it in 3D if you want bumpmapping.

Half-Life 2's bumpmapping, whatever it is, claims to be better than the above methods. From the screenshots, we can see that it is probably true.
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