3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: 1 [2] 3

Author Topic: how to apply Bump mapping/normal mapping  (Read 5801 times)

« Reply #15 on: September 15, 2009, 05:01:55 PM »
hi psycoustic, attached is a normal map I made from your grey scale bumpmap. I could be wrong but the normal map/bump shaders that are applied to skinmeshes would be looking for a tangent space normal map. which is why you might not be getting the results you are looking for. but I use 3impact not 3drad at the moment so if I'm off base with that sorry. but the attached normal map should be what you need.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #16 on: September 15, 2009, 06:38:42 PM »
Thanks so much for your help!

I think I got the result I want though !
I had to apply the bumpy_glossy shader in order to really see the depth in the texture. The regular bumpy shader only seems to change the color of the texture.
May I ask how exactly you made the normal map?

Thanks again for your help

Mic

« Reply #17 on: September 15, 2009, 08:59:45 PM »
You should be able to see this one better, it has a much deeper render in the normal map. I used a program called Crazy Bump to create this image from your b/w bump map.
« Reply #18 on: September 16, 2009, 04:00:58 AM »
@Mike_Hense, yeah I got rid of the old site that had them I think. things are going well, I'm almost finnished my entry into the 2bee games comp it got extended to 15th of october so enough room to add alot but not all the things I have planned.

@psycoustic, the tool Mic mentioned is really great though I myself use the nvidia photoshop texture tool plugin. I also use the nvidia dds export plugin for photoshop to make the .dds files.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #19 on: September 16, 2009, 06:46:27 AM »
Thanks a lot -  :D

I will try Mic's normal map tonight to see how that one renders.

Yeah I've heard about Crazy Bump but I didn't know about the Nvidia photoshop texture plugin.
I'll go look for it...

Btw, how would normal/bump mapping work if when have a skinmesh that has more than 1 texture applied to it? Right now I am using a simple square and apply 1 texture and place 1 normal/bump map texture in the skinmesh folder.
« Last Edit: September 16, 2009, 06:50:04 AM by psycoustic »
« Reply #20 on: September 16, 2009, 11:48:36 AM »
Here's a screen of a bump i made from the original texture using nvidea's plugin size 12 and 10 mipmaps.

Shader used is bump_glossy_low
« Reply #21 on: September 16, 2009, 12:43:01 PM »
Wow that is really nice
It definately does not look like this on my pc
« Reply #22 on: September 16, 2009, 01:33:37 PM »
I got inspired abit to play with running water... here is a video of water flowing over :)
(just unrar and play the mp4 file)
« Reply #23 on: September 16, 2009, 02:53:21 PM »
Awesome  8)
« Reply #24 on: September 16, 2009, 04:33:50 PM »
Hi psyco... I have only just purchased this program ShaderMap Pro at US$19.95 and its look like a excellent cost alternative to Crazy Bump. I haven't had a chance to check out all of its features yet but it does produce good shadow maps.

http://www.shadermap.renderingsystems.com/

n_iron
« Reply #25 on: September 17, 2009, 07:22:42 AM »
Thanks N_IRON !

I might purchase something like that. First I am going to play around a bit with :

http://developer.nvidia.com/object/photoshop_dds_plugins.phpl

See if that works for me.

I still need to figure out how I apply bump/normal mapping on skinmeshes using more than 1 texture.
Yesterday I modeled a 3d house and used about 4 different textures. I exported the house to RAD as a skinmesh and I want to apply bump/normal on all textures used.
Not quite sure how I would do this.
« Reply #26 on: September 17, 2009, 06:33:03 PM »
one thing to note about making a normal map with nvidia photo shop tool, is that after you convert the greyscale/or desaturated bump map image to a tangent space normal map with the filter, you have to invert the green channel(select the green channel and hit ctrl+I) you don't have to do this for normal maps that have been exported from your modeller and edited in photoshop, but if you create a normal map in photoshop you will have to invert the green chanel so it lights correctly.

if you import a normal map(the one generated in your modeler i.e made from a high detail model), to photoshop, and say you want to edit that normal map, by overlaying a bump map, only the layer that is the bump map (converted to a normal map) needs to invert the green channel before merging the layers.
just some helpful tips I found along the way.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

INfinit-3D

« Reply #27 on: September 18, 2009, 12:12:16 PM »
 ???
« Last Edit: March 10, 2012, 09:54:18 AM by Jimmu »
« Reply #28 on: September 18, 2009, 12:31:38 PM »
You will have to ask shadmar, that is not my RAD file..  :)

INfinit-3D

« Reply #29 on: September 18, 2009, 12:43:27 PM »
 ???
« Last Edit: March 10, 2012, 09:54:09 AM by Jimmu »
Pages: 1 [2] 3