Tips and Tricks for Bump and Reflection Mapping

Post » Fri May 13, 2011 8:21 pm

http://img693.imageshack.us/img693/258/mgescreenshot8.png

i think eyes are one of the best applications for gloss maps- http://img5.imageshack.us/img5/9250/mgescreenshot1h.png
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Skivs
 
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Post » Fri May 13, 2011 1:40 pm

http://img693.imageshack.us/img693/258/mgescreenshot8.png

i think eyes are one of the best applications for gloss maps- http://img5.imageshack.us/img5/9250/mgescreenshot1h.png


That face looks almost like it has SSS (sub surface scattering.) :o Where is that from?

Anyway, I am sure you can achieve the effect you are aiming for on the Argonian/dino head. You just need to combine some of the techniques suggested and shown in the op and throughout the thread. :goodjob:
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Jade MacSpade
 
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Post » Fri May 13, 2011 10:59 am

That face looks almost like it has SSS (sub surface scattering.) :o Where is that from?

Anyway, I am sure you can achieve the effect you are aiming for on the Argonian/dino head. You just need to combine some of the techniques suggested and shown in the op and throughout the thread. :goodjob:

Some of it is faked on the texture, but mostly it seems to be some weird effect caused by the bloom over saturating everything(eyelashes and slight blush has turned into slapper makeup). It's peachykeen's g6_3, but it's brilliant elsewhere.

To answer my own question, yes it is still working well in the second pic, you just don't notice how flat it otherwise would be until it stops working... Turns out you can't have bump-mapped objects in the outermost node(scene). Which is odd since gloss works. To make it work, you need to insert another ninode into your scene, and the nitrishape and textureeffect there. Normally this wouldn't be a problem, but the head needs to be in the scene node to morph correctly! So you can either have the rubbish flat head or a shiny new one which keeps blinking and won't shut its mouth :shifty: It ignores the note tracks basically. But sod it I've put it too much work to just throw it away, in both the animation AND the maps. So I'll keep them both. :nod: I'm just gonna space out the animations so it's doesn't get too incessant. After all there no PCs with this yet uncreated "race" and the PC never talks does she/he? What about when you're hurt and you groan, does the player's mouth even move? Maybe Hrncham has a way, hmm. Here's hoping :violin:

Edit: Oh yeah to Westley, sorry mate looks like you should put a hold to your project.
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Meghan Terry
 
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Post » Fri May 13, 2011 6:02 pm

I've also had a little experimenting with gloss maps and gotta say I like the results, it looks almost like normal mapping ingame
here is are some screenies (note how nicely the colour of the surrounding light reflects)

screenie 1: http://i689.photobucket.com/albums/vv257/Kaljaveikko/gloss1.jpg?t=1279388484

screenie 2: http://i689.photobucket.com/albums/vv257/Kaljaveikko/gloss2.jpg?t=1279388890

I'll be sure to use this mapping in some of my models :P
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NAkeshIa BENNETT
 
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Post » Fri May 13, 2011 3:33 pm

Fallen one: really nice!!
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Queen Bitch
 
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Post » Fri May 13, 2011 9:16 am

screenie 1: http://i689.photobucket.com/albums/vv257/Kaljaveikko/gloss1.jpg?t=1279388484

screenie 2: http://i689.photobucket.com/albums/vv257/Kaljaveikko/gloss2.jpg?t=1279388890



That came out excellent. :goodjob:
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michael flanigan
 
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Post » Fri May 13, 2011 1:13 pm

Whoa that sword looks amazing!
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Zualett
 
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Post » Fri May 13, 2011 4:30 pm

Draigr I just saw you aldruhn shot. I think that looks great actually, much better than balmora if you'll forgive the UV mapping. How did you reach that effect? I'd like to achieve a similar level of shine.


I used a point based reflection map. I can't remember which version, but it would have been a version of http://img826.imageshack.us/img826/7876/reflection8.png one. That's a particularly bright map, http://img837.imageshack.us/img837/970/reflection5.png this as a base and tweak until you get an effect you like.

That's basically a tweaked version of one of Painkillers reflection maps I believe.

I also used a gloss map. Otherwise everything would have been reflecting.

And yeah, I'm going back to Balmora to redo it to get a better effect then before, now that I understand properly how the process works.
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Jimmie Allen
 
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Post » Fri May 13, 2011 4:29 pm

Good made gloss map over bump and reflection can be damn awesome

http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot2.jpg
http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot4.jpg
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Jah Allen
 
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Post » Fri May 13, 2011 6:55 pm

Good made gloss map over bump and reflection can be damn awesome

http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot2.jpg
http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot4.jpg


That sword looks awesome, where is it from? Only the handle seems rather bland compared to the rest but its not a big deal really.

I will have to give these gloss maps a thorough look at some point and see what I can come up with.
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Kelly Osbourne Kelly
 
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Post » Fri May 13, 2011 4:31 am

Good made gloss map over bump and reflection can be damn awesome

http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot2.jpg
http://i6.photobucket.com/albums/y233/Bahamut_ZERO/wipstuff/Screenshot4.jpg

Is the head bump mapped, did you find way around the problem with the note tracks? See my above post if you don't know what I mean.
Also I notice you always have a separate gloss map, instead of using the blue channel. Is there any difference?

Thanks
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Sunny Under
 
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Post » Fri May 13, 2011 12:21 pm

Is the head bump mapped, did you find way around the problem with the note tracks? See my above post if you don't know what I mean.
Also I notice you always have a separate gloss map, instead of using the blue channel. Is there any difference?

Thanks


I do not tried with bumps for character yet, thus i dont use animation for custom head meshes (because then i can't rig them) i dont realy miss the blink and talking animation
I think there's no diffrence if gloss map is separate or in bumps blue chanell i use them because its more comfortable for me to have things separate,
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Alberto Aguilera
 
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Post » Fri May 13, 2011 6:29 am

I do not tried with bumps for character yet, thus i dont use animation for custom head meshes (because then i can't rig them) i dont realy miss the blink and talking animation
I think there's no diffrence if gloss map is separate or in bumps blue chanell i use them because its more comfortable for me to have things separate,

Oh yes, now that I think of it, it's definitely more "comfortable" being able to use layers while making the gloss!
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naomi
 
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Post » Fri May 13, 2011 9:19 am

I made fast trugh making additional bump textures and gloss and here what i've got
http://www.youtube.com/watch?v=7zIw7Dn_U50
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Taylor Tifany
 
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Post » Fri May 13, 2011 6:13 pm

Holy monkey balls in a grinder, that is AWESOME!
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N3T4
 
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Post » Fri May 13, 2011 5:37 am

Has anyone found a way around bump mapping enchanted items yet? I posted this before- Any enchanted bump mapped weapon will start to glow a ridiculous/nasty/horrible coloured sheen, yet any of the "no glow" mods will get rid of the bump mapping. This is really making me livid.
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Cedric Pearson
 
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Post » Fri May 13, 2011 6:53 pm

bump(ha)
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Vicki Gunn
 
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Post » Fri May 13, 2011 1:46 pm

Wait, GIMP has a normal map filter? Why did I not know this? That's brilliant! I've been going crazy for lack of one ever since my 64-bit OS forced me to upgrade to Photoshop CS5!
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Dan Scott
 
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Post » Fri May 13, 2011 4:19 am

gimp's UI is soo bad :(
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mimi_lys
 
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Post » Fri May 13, 2011 12:56 pm

Still a little too glossy. Do you have to go in-game to check every little change? I don't know which texture to tweak- darkening the blue channel quells this but the bump goes with it. I'm fairly certain the glossiness is necessary for the height. Something more desirable might be able to be reached for a scaly surface, but I doubt it will ever work for something like human skin. Light maps seem pretty easy on the other hand, since it's faking the "reflection" you're supposed to see in a surface, a desaturated macro of the surface you're trying to achieve should do. For example the eye reflection used for a gloss mapped eye worked really well, but the clouds and skies commonly used for light maps will look ridiculous indoors imho.

The reflection map is supposed to be an image of the environment, modified by the surface material. If your material is plastic, it's reflecting everything, however there is a lot of loss compared to an ideal reflector so you mostly see reflections of light sources, i.e. the specular highlights. Other surfaces are microscopically rougher and scatter light in all directions, in the extreme this is like the smooth lighting in Morrowind where there is no change as you change viewing angle. The part in-between contains interesting things though, not too shiny, not too flat. You get there by blurring the hell out of the reflection map, a blur about 1/8-1/2 the size of the image. Because the texture wraps you have to tile the image 3x3 times so the edges blur correctly, then cut the centre tile out.

Wait, GIMP has a normal map filter? Why did I not know this? That's brilliant! I've been going crazy for lack of one ever since my 64-bit OS forced me to upgrade to Photoshop CS5!

I would use the one in the nVidia DDS plugin. GIMP isn't as accurate at generation.
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Sheila Esmailka
 
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Post » Fri May 13, 2011 8:20 pm

Has anyone found a way around bump mapping enchanted items yet? I posted this before- Any enchanted bump mapped weapon will start to glow a ridiculous/nasty/horrible coloured sheen, yet any of the "no glow" mods will get rid of the bump mapping. This is really making me livid.

No luck on this then?
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chinadoll
 
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Post » Fri May 13, 2011 3:37 pm

I don't know. I coded MCP so enchantments shouldn't replace the bump mapping. Maybe it's the enchant colouring, you'll have to give more details on how to reproduce it.
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Justin Bywater
 
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Post » Fri May 13, 2011 12:48 pm

I don't know. I coded MCP so enchantments shouldn't replace the bump mapping. Maybe it's the enchant colouring, you'll have to give more details on how to reproduce it.

I can send you an example mesh/textures if you'd like. Actually maybe I'll try one of the no-glow plugins again, my report of those is based on a pre-1.8 mcp maybe you've made some changes since. Even back then though, it's not that the bump map didn't work, it was bumpy while giving off the enchant glow, but maybe you're right that it's just the colour, since: a.- I couldn't tweak the specularity with it in the way, and b.- I'm not sure what version it was but I think it was before you implemented the 'local lighting' so that might explain the "glow". A coincidence? Anyway thanks I hope there's a way to stop the colour without ridding the bump.
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IM NOT EASY
 
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Post » Fri May 13, 2011 5:38 pm

bump de bump
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Kari Depp
 
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Post » Fri May 13, 2011 10:51 am

I would use the one in the nVidia DDS plugin. GIMP isn't as accurate at generation.


I would too, except it doesn't work with my current version of Photoshop.
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kyle pinchen
 
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