BREAKTHROUGH

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BREAKTHROUGH

Post  Jingle Fett on Fri Dec 05, 2008 6:56 pm

Ok, there has been a lot of complaining about the lack of updates lately. I would know, I've done my fair share Very Happy. Nonetheless, X10 is still a superior product and we're able to produce high quality stuff to flaunt in the faces of die-hard X9 fans. Lately we've all been showing off mostly normal and specular maps, which by itself make X10 superior to X9. However, since Nomad Soul's texturing guide, there hasn't been much new stuff, other than user created normal and specular maps; no new huge breakthroughs.

X10 users, rejoice! For we now have one more thing to show off to the X9 users! 4 days' worth of investigating, hundreds of failed trial and errors, unimaginable frustration...But a picture says a thousand words.

You're probably thinking, "Cool, another segment!". Nope.

So without further ado,
Parallax Relief Mapping

Yup. I cracked relief mapping.
These are my 11:30 at night breakthrough pictures from yesterday night. What a Face
(excuse the lighting, it's weird I know. The point isn't the textures themselves, but the fact that the relief mapping is working.)

More and better pictures to come...

MOD EDIT (Moved a later post up to this one):
Well ok, maybe I was a little over-enthusiastic with the first pictures...I've been working on getting this to work since monday almost non-stop so it was kind of a Eureka!! moment Very Happy. Those are the pics I took the moment I got it working. This opens a whole new level of possibilities though. So here are some better ones...

These ones are close-ups to see how they look at sharp angles and up close, with low lighting. The effect is more visible here (so you can see that it is indeed relief mapping).





Here's how they look with proper lighting. As you can see, relief mapping is vastly superior to regular normal mapping. Lighting enhances the effects...








The walls, floor and ceiling are actually flat. The column is just a simple primitive (model) of a cylinder. Relief mapping makes the bricks look 3D. No need for complex 3d models when you have relief mapping! Very Happy

On a minor side note, I also figured out the proper setting to exporting .x files (I was having trouble exporting them because when I imported them into X10, they'd come out wonky). Just a little personal discovery Laughing


Last edited by Jingle Fett on Sun Dec 07, 2008 1:33 pm; edited 3 times in total

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Re: BREAKTHROUGH

Post  plasma on Fri Dec 05, 2008 9:40 pm

I was looking forward to the pictures :p but they broke in your excitement lol
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Re: BREAKTHROUGH

Post  DarthDementous on Sat Dec 06, 2008 9:34 am

Jingle Fett wrote:Ok, there has been a lot of complaining about the lack of updates lately. I would know, I've done my fair share Very Happy. Nonetheless, X10 is still a superior product and we're able to produce high quality stuff to flaunt in the faces of die-hard X9 fans. Lately we've all been showing off mostly normal and specular maps, which by itself make X10 superior to X9. However, since Nomad Soul's texturing guide, there hasn't been much new stuff, other than user created normal and specular maps; no new huge breakthroughs.

X10 users, rejoice! For we now have one more thing to show off to the X9 users! 4 days' worth of investigating, hundreds of failed trial and errors, unimaginable frustration...But a picture says a thousand words.

You're probably thinking, "Cool, another segment!". Nope.

So without further ado,
Parallax Relief Mapping






Yup. I cracked relief mapping.
These are my 11:30 at night breakthrough pictures from yesterday night. What a Face
(excuse the lighting, it's weird I know. The point isn't the textures themselves, but the fact that the relief mapping is working.)

More and better pictures to come...
You. Fix. Links. Now. >_<

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Re: BREAKTHROUGH

Post  DarthDementous on Sat Dec 06, 2008 11:47 am

Please post a tutorial! I MUST learn how to do this! Thanks!

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Re: BREAKTHROUGH

Post  rakker126 on Sat Dec 06, 2008 3:12 pm

Good looking mate!
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Re: BREAKTHROUGH

Post  Jingle Fett on Sat Dec 06, 2008 8:15 pm

By comparison, here's a screenshot of the same effect (relief mapping) in the game The Elder Scrolls IV: Oblivion (in the bricks of the dungeon)



You guys know what that means? X10 is capable of pulling off stuff like that.

I'm not going to post a tutorial just yet though...the ins and outs of the whole thing are a little weird and while I believe certain things about it, I haven't proven them; things that might give you guys trouble if I make a tutorial right now. But don't worry, as soon as I've figured that stuff out, I will make one (I don't want to be bombarded with questions that I myself am still asking see Wink).

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Re: BREAKTHROUGH

Post  Jason Brook on Sun Dec 07, 2008 3:49 am

Please put those images on the top post aswell

Looks very nice work was useful to see the comparison images as well.

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Re: BREAKTHROUGH

Post  First Company Veteran on Tue Dec 09, 2008 2:08 pm

By comparison, here's a screenshot of the same effect (relief mapping) in the game The Elder Scrolls IV: Oblivion (in the bricks of the dungeon)

The parallax was wierd if you went up to it really close lol. BioShock also uses it. You can tell what game uses parallax mapping as when you go close to a wall, move slightly to the side, you will see it 'spaz', or morph around. Elder Scrolls IV: Oblivion doesn;t show a very good example of relief mapping as the textures are barely even 512x512, so the maps are poor.
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