Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 34

Thread: Fake Bumping

  1. #1

    Fake Bumping

    1: So here I have the halo 3 beta spartan diffuse texture and the normal map opened in photo shop

    --------------------------------------------------
    2: I would change size of the diffuse bitmap so that it matches the size of the normal map. In this case, 768x768



    --------------------------------------------------
    3: I would select the BLUE channel of the normal map and hit ctrl+c to copy it.



    --------------------------------------------------
    4: Then I would paste it over the diffuse texture with the Multiply blending property.



    --------------------------------------------------
    5: Press ctrl+L and change the levels until you get the desired effect.



    --------------------------------------------------
    6: Before...



    --------------------------------------------------
    7: After



    --------------------------------------------------

    http://deelekgolo.wmclan.net/FakeBump/

    There is much else to do after this(edit the multipurpose map, shaders, etc) I'll add later.

    And now a little explanation. Normal maps store information on the tangents, normals, and bi-normals of a high poly object. This image explains a lot.

    So using the red or green channel of a normal map to fake bump would only show up as if you where using pre-defined light on your texture.
    Last edited by DEElekgolo; June 27th, 2009 at 06:21 PM.
    Reply With Quote

  2. #2
    Senior Member PopeAK49's Avatar
    Join Date
    Oct 2007
    Location
    Alaska
    Posts
    1,772

    Re: Fake Bumping

    Cool I guess? I think a better example would be if you had before and after images ingame. Then maybe I can say it's awesome.
    Reply With Quote

  3. #3
    ._. Spartan094's Avatar
    Join Date
    Aug 2008
    Location
    Michigan
    Posts
    1,328

    Re: Fake Bumping

    Acutely the only thing thats helping with the Fake Bumping is the armor and alittle bit of the rubber. It makes it look more sharpand intense (depends on how you set the levels at). In the normal the R and G channels help the rubber mostly while the B channel helps the armor more.

    Never the less its still good to have a tut our there to do it the "right way" as dee calls it but meh.


    Well all i did was gray scale the normal, then added the blue channel back on as a multiply like dee does it. Adding the RG channels when you have the blue channel on already on the diffuse really only helps the rubber parts mostly.
    Here is the diffuse with all the channels attached to it



    And pope ill do that. brb
    Reply With Quote

  4. #4

    Re: Fake Bumping

    Using the bi-normals and tangent in your bitmap only makes specific parts brighter then the others, which is what I mean by pre-defined light. From the looks of your image, you simply desaturated the normal map and multiplied it over the diffuse. The rubber looks noisy and pixelated and the hard edges are extremely blackened.
    Reply With Quote

  5. #5
    ._. Spartan094's Avatar
    Join Date
    Aug 2008
    Location
    Michigan
    Posts
    1,328

    Re: Fake Bumping

    Quote Originally Posted by DEEhunter View Post
    Using the bi-normals and tangent in your bitmap only makes specific parts brighter then the others, which is what I mean by pre-defined light. From the looks of your image, you simply desaturated the normal map and multiplied it over the diffuse. The rubber looks noisy and pixelated and the hard edges are extremely blackened.
    Its a quick thing i did in photoshop, it looks like that because i didnt decrease the level down

    Here you go PopeAK49

    Normal diffuse without anything on it (not even the detail map slot is filled)


    Now here is dee's fake bump tutorial thing (no normal map added to it, does not use my shaders nor the fake bump in the detail slot)


    Here is the one i just posted on my last post.

    which is better :3 but it still doesnt really look different in halo ce by that much.
    Reply With Quote

  6. #6
    Senior Member
    Join Date
    Nov 2007
    Posts
    2,576

    Re: Fake Bumping

    Dee's Fake Bumps look alot better imo.
    Though I barley use photo shop, this could come handy for a few other things =)
    Reply With Quote

  7. #7

    Re: Fake Bumping

    What happened to the fake bumping method you have been using this whole time before I told grunt? You know, this one:
    Reply With Quote

  8. #8
    Senior Member PopeAK49's Avatar
    Join Date
    Oct 2007
    Location
    Alaska
    Posts
    1,772

    Re: Fake Bumping

    Okay now those are good examples. Nice job! It's great.
    Reply With Quote

  9. #9
    Glorious Beacon of Light Disaster's Avatar
    Join Date
    Nov 2007
    Posts
    2,022

    Re: Fake Bumping

    Wow, desaturating the normals is a terrible idea. Normal maps contain datata for 3 axis's XYZ (Tangent, Bi-normals, and Normals) and when desaturated, will not give an acurate ambient occlusion map as it will contain the X and Y information and will look really odd. Whereas the blue channel contains the Z information and when multiplied, it will accurately represent the depth from the normal.
    Reply With Quote

  10. #10

    Re: Fake Bumping

    Yeee
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •