Bumpmap, height map generation software?
Posted 20 May 2012 - 07:04 PM
And...can all that be done in Photoshop?
Posted 20 May 2012 - 07:17 PM
Bump maps are maps that are used for defining normals in the 3d engine, so they give the illusion of depth.
Light maps give the illusion of shadows, but they aren't real time.
Alpha maps are used for transparency.
Posted 23 May 2012 - 01:16 AM
I wasn't aware that light maps aren't real time. What's the purpose of them then, if one can simply do said shading in the original texture art?
Posted 23 May 2012 - 03:54 AM
Posted 23 May 2012 - 06:49 PM
Posted 26 May 2012 - 04:02 AM
Posted 26 May 2012 - 05:26 AM
With light mapping, typically there are two separate texture layers - the material texture, and the lighting texture. They're composited in real-time even though the lightmaps are precomputed and don't actually change at runtime. That's what I was describing in my previous post.
Posted 26 May 2012 - 11:48 AM
Posted 26 May 2012 - 06:18 PM
Posted 26 May 2012 - 07:37 PM
Posted 26 May 2012 - 07:58 PM
You can also use tools like Gimp to produce normal maps. Normal maps are not created from just multi-resolution models, but also from random images to add deformities such as cracks, scratches, bumps. In some cases like with relief mapping (parallax bump mapping), brick textures can appear extruded while observing at certain angles. None of these situation calls for an original high poly model. My TexGen tool can procedurally generate normal maps if that interests you. There use to be another good tool called MaPZone (by Allegorithmic), but it doesn't look active anymore. At least not the free edition. He's gone pro now. There's also Genetica, which has been around a bit longer. Blender can do these as well if you work with its node editor. If you learn python, you could even write your own algorithms.
For lightmaps, stick with a pro modeling toolkit. Ideally, use a real level editor created by game devs (such as Havok) since they simplify the matter for you. Blender can do this as well, but it's a lot of manual labour. When Blender renders an image, by default it renders the scene to a new image. You can tell the renderer to only render lights and shadows (or ambient occlusion) and specifically to a texture (one that is already assigned to an object). However you need to save that file afterwards and do this for every model. Best to write a python script and go watch a movie while it bakes.
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