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    I R Serious Texra DaneO'Roo's Avatar
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    Re: offtopic Gallery Thread

    Quote Originally Posted by ßðÐŻÍ££å View Post
    post pics of the other one lol. the one that there keeping.
    I'll have to wait for Tweek to get one for me, cause I don't have access to their private boards no more. Trust me though, it's dodgy.





    Anyway, I've come up with an idea, to show people what bitmaps should look like when creating for next gen games.

    The bump:



    Have different shades of white and grey, to have varying levels of height. the blacker, the deeper, the whiter, the higher. This can be kind of tricky though, see, depending on the range of whites and blacks you've used, if you used flat black, and flat white as your two totally different levels of height, you'll have much more range in height, and much deeper maps. For mine, I didn't want much variation, so I just had 2 different shades of grey, fairly close together in shade, but far apart enough to matter.

    Also have a very faint copy paste of the specular, just to get a bit of minor detail in there.

    If you want a normal map, you can easily use the Nvidia plugin for photoshop or any other sort of related application, and use the bump map to create it. I won't go into detail on that.


    The Diffuse:



    No light shading, nothing that has anything to do with lighting. All the Diffuse is, is the colour, and tone. Basically, what colours they are, where they are, in terms of detail (not totally flat and cel shaded colour, more variation) and how dark/light they are. Specular covers the shine.

    The Specular:



    The more white, the more that part shines, the more black, the less it shines. Spec maps should be pretty contrasted, and should contain more detail than the diffuse. A real life example of this is say, looking at a wall in your house, its a flat colour, yes? But, as you move around it in the light, some parts of the wall shine more than others, due to residue. This is what specular covers. It's not just good enough to simply copy your diffuse and greyscale it.

    The Illumination:



    Since it's using so much less of the space, you can lower the resolution of it considerably. Whatever is black, won't glow, so for this, I only wanted the lights to glow, so I made everything else BUT the lights, totally pitch fucking black.

    Complete render:




    Hope this helps. Was thinking I should make a thread for this. Ya reckon?
    Last edited by DaneO'Roo; November 11th, 2007 at 04:58 PM.

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