Modelling and limits
Posted 15 July 2003 - 01:31 AM
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 =)
"an argument online is like the special olympics. Whether you win or lose, you're still a retard."
Posted 15 July 2003 - 02:39 AM
Posted 15 July 2003 - 04:05 AM
Posted 15 July 2003 - 04:19 AM
Posted 15 July 2003 - 03:22 PM
Posted 16 July 2003 - 12:11 AM
The weird turn pro.
Posted 16 July 2003 - 03:32 PM
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
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.
Posted 19 July 2003 - 05:01 AM
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.
Edited by iceman, 19 July 2003 - 11:18 PM.
Posted 20 July 2003 - 11:24 PM
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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