Aces High Bulletin Board

General Forums => Custom Skins => Topic started by: oboe on May 23, 2012, 04:46:35 PM

Title: bump mapping question
Post by: oboe on May 23, 2012, 04:46:35 PM
Currently, we simulate texture in rivets and panel lines by duplicating the layer, making one dark and one light, and then offset the lighter layer by 1 pixel diagonally.

Now, with the bump mapping handling the texturing, do we need use the two layer format anymore?   Or is it still a good idea because we want the skin to look good if the user has not turned on bump mapping?
Title: Re: bump mapping question
Post by: Citabria on May 23, 2012, 08:37:47 PM
the bump mapping effect works better for tanks. its to coarse it seems to bea good effect for aircraft and the tiny variations caused by rivets and panel lines.

for actual holes and blisters on the plane it might be better.
Title: Re: bump mapping question
Post by: Devil 505 on May 23, 2012, 09:19:49 PM
Does bump mapping actually alter the 3-D shape of the plane?
Can it be used to make small raised areas such as the cooling scoops on cowling of the 109G/K?
(http://www.clubhyper.com/reference/images/bf109bulge_title.jpg)
Title: Re: bump mapping question
Post by: Krusty on May 23, 2012, 10:26:11 PM
I've thought about that already, and concluded that since bump mapping is something many players will toggle OFF if they don't have a fast enough card, your skin may look bad and bland without any of those kinds of details.

Best to skin it on but enhance with bump, rather than leave it to bump alone. At least until such time as bump mapping cannot be turned off.


P.S. Devil: I believe that is what it's for, for making things look like they are standing out. Might not be the exact effect you want, but trial and error may yield great results with scoops like that.
Title: Re: bump mapping question
Post by: Greebo on May 27, 2012, 01:18:57 PM
Bump mapping does not alter the 3D shape of the plane or GV. What it does is create highlights and shadows on the 3D shape's surface as if there was a bump or dip there. Also you only see the effects of bump mapping when you look at the skin from an angle where it reflects sunlight to your POV.

I keep the drop shadows and highlights for rivets and panel lines on my skins as a lot of players don't use the bump mapping effects. However I have reduced the strength of these effects.
Title: Re: bump mapping question
Post by: Ciaphas on May 31, 2012, 10:01:11 AM
One thing that people should keep in mind with bump mapping is that it's used to bring depth to a 2D texture and should be used sparingly. If you get to crazy with the bump mapping you can make a fantastic model and paint job look like an orange peel. You can also use the spec map to help bring the normal map to life on the object.
Title: Re: bump mapping question
Post by: Greebo on May 31, 2012, 10:17:37 AM
As Cit said in general spec maps are the more useful effect for planes and bump maps for GVs. You really need to check out your skin in the game before finally sending it in with these effects, don't just rely on the viewer.