Meh, leave it to Nvidia to make a PS plug-in that's Windows only. Quite a feat actually ...
Looking at your screenshot I get the same feel as when I saw DoomIII; Gluff-gluff the Giant has licked on the wall leaving drool all over.
I think that the trick with bumpmapping in games is to be pretty subtle about it - a guesstimate from that screenshot is to reduce the light add to 25% of what you have. Guess that could be achived by mixing the base-blue of the normal map at 75%. Then, if possible, make it increase in specularity when looking at surfaces at steeper angles - that's how it mostly happens in real-life.
I assume this is a real-time in-game engine thing and not pre-baked in q3map2 (there is some bumpmapping function in q3map2 that affects the lightmap texture which makes it mostly very coarse and pointless).
Nice stuff nonetheless 27!
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Bumpmapping Modifications - Enthusiastic Mappers Required
#13
Posted 10 October 2008 - 01:55 PM
Ah, so just tone down the normal map?
Cool, that sounds easy.
Edit : Yup, works great. Still shiny, but not as much.
This should be in 4.2 as an option to turn it on or off
I'll definitely be using this for my mapping from now on.
Thank you TwentySeven , it's awesome.
Cool, that sounds easy.
Edit : Yup, works great. Still shiny, but not as much.
This should be in 4.2 as an option to turn it on or off
I'll definitely be using this for my mapping from now on.
Thank you TwentySeven , it's awesome.
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