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Exterminatus - Rival Species 2
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Player Discussion
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Typheron
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Bump/Normal Maps
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Topic: Bump/Normal Maps (Read 19660 times)
Tortured_Soul
Beta [Kraken]
Marine Scout
Posts: 78
Bump/Normal Maps
«
on:
May 23, 2007, 01:09:17 PM »
Just a question, are you using bump/Normal Maps on you models? because from the in-game screenshots, I could see any. It's just that you could use them to round off the edges on the shoulder pads and to add depth to the Imperial Eagle. The reason I ask is because I couldn't see any obvious signs of one. Also what about Specular maps?
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ChromeAngel
Administrator
Marine Chaplain
Posts: 1267
Bump/Normal Maps
«
Reply #1 on:
May 23, 2007, 01:47:02 PM »
Yes, we are using both normal and specular maps on out models.
Observe the difference between this shot in-game with both in effect
http://www.40ksource.com/fullview.php?image=Alpha%20Testing/alpha_tactical.jpg
and this one from HLMV without, particularly the indents in the shoulder pad trim, armor detail on the forearms, the chestplate and the details on top of the backpack.
http://www.40ksource.com/fullview.php?image=Imperial%20Player%20Models/Marine.jpg
Marine armor used to be very shiny, i've since toned down the specular map on the paintwork, so it's only slightly shiny. Some artifacts of specular mapping are visible in this picture if you know what to look for, although I usually try and keep them out of the media...
http://www.40ksource.com/fullview.php?image=Alpha%20Testing/alpha_heavy_player.jpg
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migb
Marine Veteran
Posts: 366
Bump/Normal Maps
«
Reply #2 on:
May 23, 2007, 07:02:52 PM »
The specular mapping have been toned down a bit too much, in my oppinion.
Even with matte paint, the metal should be shiny where it is unpainted.
Like where the paintwork has gone off, and the gun barrel.
Also, the weapons seen in first person, at least the HB, could use some bumping and specular to be more interresting.
Or maybe just a larger/more detailed skin.
But of cause, it's just details, and model tweaking can wait until after the first stable release.
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zenarion
Beta [Behemoth]
Marine
Posts: 120
Bump/Normal Maps
«
Reply #3 on:
May 24, 2007, 07:24:48 PM »
specular maps in Source are a bitch. too bad you just can "tint" them, and not have different color on that. or is it just me who is doing something wrong?
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Tortured_Soul
Beta [Kraken]
Marine Scout
Posts: 78
Bump/Normal Maps
«
Reply #4 on:
May 25, 2007, 01:32:30 AM »
Ah right, I can see them now. Sorry I just though more detail could have been brought out on the models with the Normal Map. Particularly on the chest eagle.
I'm in general agreement that the Specular Map should be slightly more highlighted on the golden areas of the marines and on the models. I'm kind of surprised that you can't tint the Spec map also, I thought that it would be a standard function in the Spec channel of the source engine, but there we go, I don't mod the source engine so "Ce la vie"
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ChromeAngel
Administrator
Marine Chaplain
Posts: 1267
Bump/Normal Maps
«
Reply #5 on:
May 25, 2007, 09:11:54 AM »
Tinting is possible, i've used it on the tryanids, but it's one colour for the entire material, so we cant have the blue armor reflect blue and the gold eagle reflect gold :/
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Typheron
Moderator
Marine Chaplain
Posts: 939
Bump/Normal Maps
«
Reply #6 on:
May 25, 2007, 09:59:22 AM »
is there not also an issue with it making things look more rounded rather than clean cut, i seam to remeber a early version of the space marine and the eagle on his chest looked like it was made of putty.
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