texturing mini tutorial.

正在查看此主题的用户

3ds Max isn't a texturing program. He is using photoshop.

Anyway, do you think using both a Specular- and a Bumpmap would be a bad idea?
Does it look better/worse? Have you by any chance tried it yourself?
I don't particularily mean for M&B, just in general.
 
I don´t know if it´s possible to use spepcular AND bump...(will be possible with warband i think)
Would look awesome though
 
I know what 3ds max is.
I also know he is using photoshop.

I was just intrested to know if the quality would rise if I used photoshop over gime and 3dsmax over wings3d
 
It's my understanding, that a specular map deals exclusively with the way the texture reacts to light. Whether it will be reflective, or dull. Where as a bump map uses shading to give the illusion that a texture is corrugated without altering the model.

killop5 说:
I was just intrested to know if the quality would rise if I used photoshop over gime and 3dsmax over wings3d

In short, it would. You do get what you pay for, but you can also do a lot with Gimp and Wings3D.
 
faradon 说:
I don´t know if it´s possible to use spepcular AND bump...(will be possible with warband i think)
Would look awesome though

As i said, not particularily for M&B, but for instance just for a render.

Septa Scarabae 说:
It's my understanding, that a specular map deals exclusively with the way the texture reacts to light. Whether it will be reflective, or dull. Where as a bump map uses shading to give the illusion that a texture is corrugated without altering the model.

Since both affects the light, do you think using both could make it look worse/messy?
 
Graylord 说:
Since both affects the light, do you think using both could make it look worse/messy?

They affect it in different ways. I believe all of the metallic armors in Warband utilize both specular and bump maps.
 
Dejawolf, could you perhaps give some instruction on how to put breathing holes on metal surfaces/helmets?

Mine always end up terrible.
 
diffuse-spec-bump is the preffered industry standard, so nothing bad about that. and its going to become that in M&B too, with warband. i'm just currently doing it without normal maps because the M&B normal maps doesn't support spec. you can get a decent looking model with diffuse and spec, with faking the bump in diffuse, but faking specularity is impossible.
 
Septa Scarabae 说:
Graylord 说:
Since both affects the light, do you think using both could make it look worse/messy?

They affect it in different ways. I believe all of the metallic armors in Warband utilize both specular and bump maps.

I guess i might have to change the way i make bumpmaps though, i make them the same way he makes the specular map. And i suppose having 2 identical maps of different properties might be redundant.
I'll try to put my bumpmaps on the specular in 3ds max and test for myself if it improves it or not.

dejawolf 说:
diffuse-spec-bump is the preffered industry standard, so nothing bad about that. and its going to become that in M&B too, with warband. i'm just currently doing it without normal maps because the M&B normal maps doesn't support spec. you can get a decent looking model with diffuse and spec, with faking the bump in diffuse, but you faking specularity is impossible.

I see, so far i have almost only relied on bump maps, but i see i have to change my priorities for specular maps.
 
shalictar 说:
Dejawolf, could you perhaps give some instruction on how to put breathing holes on metal surfaces/helmets?

All you need to do is put a black dot and accent the edge around it, lightening it.

Graylord 说:



The default texture is in the upper left, the specular in the right and the normal in the bottom left. Rather than having 2D shading to give the illusion of raised edges, etc. the bump map will be able to reinterpret it from different angles. Then, the specular map will adjust the reflective properties of the texture, giving it more of a metallic appearance.
 
breathingholes.jpg
 
I think shalictar may have meant that the holes are always messed up in its alignment and size e.g. UV stretching problem.
 
well, on UV-stretching, in 3ds max you got something called "relax" which averages the stretch over several faces. it basically minimizes stretching issues.
blender has something similar, called LSCM mapping.
in wings, i think you need to apply a checkerboard texture, and manually adjust the vertices until the checkers look fairly even.
 
Septa Scarabae 说:
Graylord 说:



The default texture is in the upper left, the specular in the right and the normal in the bottom left. Rather than having 2D shading to give the illusion of raised edges, etc. the bump map will be able to reinterpret it from different angles. Then, the specular map will adjust the reflective properties of the texture, giving it more of a metallic appearance.

A bump map is not the same a normal map
A bump map uses greyscale (and thus looks similar to a specular map), while a normal map uses RGB, since it has one more number to go by, a normal map is more correct/detailed. However, A bump map is much easier to make to your own preferences since you just have to do normal painting, whereas a RGB has to be generated before you can see the result.
 
Graylord 说:
Septa Scarabae 说:
Graylord 说:



The default texture is in the upper left, the specular in the right and the normal in the bottom left. Rather than having 2D shading to give the illusion of raised edges, etc. the bump map will be able to reinterpret it from different angles. Then, the specular map will adjust the reflective properties of the texture, giving it more of a metallic appearance.

A bump map is not the same a normal map
A bump map uses greyscale (and thus looks similar to a specular map), while a normal map uses RGB, since it has one more number to go by, a normal map is more correct/detailed. However, A bump map is much easier to make to your own preferences since you just have to do normal painting, whereas a RGB has to be generated before you can see the result.

The terms are somewhat interchangeable. I've read some sources that say normal and heightmaps are both bumpmaps. Others say that bump=height but not normal. But I think most people go with the definition that bumpmap = normal map, height map, displacement map.

A good quality normal map is usually done by baking it from a higher poly model, not by painting them though it's possible.
 
Well, a bump map is also a unique thing. People may call a normal map a bump map. But there is something only named as a bump map which is certainly not a normal map.
I think the source of the confusion the the names. A normal map is a map that makes bumps. But it is not a bumpmap, which also makes bumps.
 
If you're referring to the greyscale ones, those are height maps. I still think bump map is the general term for them :razz:

Also, correction: Bump maps are not displacement maps, since they alter the geometry. My bad.
 
A heightmap can be used as a bumpmap.

A bump map is specifically made to alter the lighting.
But a height map can also be used to alter geometry.
 
amade 说:
The terms are somewhat interchangeable. I've read some sources that say normal and heightmaps are both bumpmaps. Others say that bump=height but not normal. But I think most people go with the definition that bumpmap = normal map, height map, displacement map, etc.

A good quality normal map is usually done by baking it from a higher poly model, not by painting them though it's possible.

thats really a bastardization. people say that because they don't understand the fundamental differences between the terms.
a normal map is a 3-dimensional per-pixel lighting texture map, a bumpmap is a 1-dimensional per-pixel lighting texture map, and is now obsolete because of normal maps.
a heightmap is a bump-map texture modifying a polygonal surface, instead of trying to fake it, like a bumpmap or normal map does.
there's actually a fourth term, a displacement map. its a rendertime per-pixel map, which works sort of like a heightmap, but since its per-pixel, and not per-polygon, it provides all the detail present in the bitmap.
 
后退
顶部 底部