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  • Subject: bump mapping
Subject: bump mapping
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i think i know what it is...
is it where its a flat surface so there are fewer polygons but there are shadings and light effects to make it look like it has a depth

if this is what they are using it works because ive been looking at screenshots and they look amazing, if you really look hard you can see that its a flat surface but it looks like it has a depth

is this what bump mapping is?
also i hear it reduces lag...

  • 08.03.2004 7:53 PM PDT
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Yes, that is what it is, in fact, I hear that the new MC actually has fewer polygons (read it in an OXM).

  • 08.03.2004 7:54 PM PDT

gamer tag: CrazyChinchilla

i thinks so but u heard that bump mapping creates the allusion from all angles like its actuall there but its not i think ????

  • 08.03.2004 7:55 PM PDT

-S

That's the idea, effectively. Bump mapping takes the direction a light is hitting the flat surface of a polygon and creates changes in the light values on that surface so as to emulate physical details where there are none. This gives the developer more detail in their model without the necessity of higher polycount, which helps to save on load times and render times.

  • 08.03.2004 8:10 PM PDT
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Not to mention that their all normal mapped...

  • 08.03.2004 8:11 PM PDT
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Bump-mapping, pretty much like Shishka Said, makes the appearance of bumps and curves, to a flat surface. What happens is a 2-D image is applied to the 3D geometry or characacter. The image essentially tells the lighting engine to reflect the light off of the surface in a certain way. Since it can make flat surfaces look like they have depth without the extra polygons, the game has less to process, thus making a higher frame rate, and smoother processing.

[Edited on 8/3/2004 8:22:33 PM]

  • 08.03.2004 8:15 PM PDT
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Actually, normal mapping and bump mapping are different. Bump mapping tends to fail up close or when different lighting conditions are presented, because it only presents the bumps on 2 axis. But normal mapping works better, but is much harder to do, since it presents the image in all 3 axis, but neither work great unless specular maps are thrown in. Also Halo 2 does use normal maps, but not on everything. It mainly uses bump maps.

  • 08.03.2004 8:22 PM PDT
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Normal mapping is when you make a high poly model, texture and paint it. Then you unwrap that model and rewrap it around a much lower poly model. This is how the Riddick game looks so good as well.
I believe, I could be wrong, but thanks to normal mapping, the Master Chief in Halo 2 has a lower poly count than the original.

  • 08.03.2004 8:27 PM PDT
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ok so this means that if u look closely u can tell its a flat surface?

  • 08.03.2004 8:31 PM PDT
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Nope. The bump mapping changes the way light hits it, so you will see highlights and shadows no matter how close you look.

  • 08.03.2004 8:36 PM PDT
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oOo i see .

  • 08.03.2004 8:37 PM PDT
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Yeah, the only reason they make a really high poly model is so they have something very detailed to paint. Also, the new way bungie is doing their shadows, it should really be a beautiful game. (As if we couldn't already see that from the trailers and screen shots.)

  • 08.03.2004 8:40 PM PDT
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hey if you want to see some awsome low poly bunp mapping download the unreal engine 3.0 tech demo. if this is any indication as to what the future consoles will be like then i cant wait to see actual games made with the unreal engine 3.0

  • 08.03.2004 8:43 PM PDT