Added: 3 years ago
From: GuerrillaCG
Views: 26,941
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  • Really nice video mate! Simple is the key!

  • awesome vids

  • The website is restricted ... ?possibly dead?

  • Simple and easy to understand ! Good work :)

  • thank you

  • like this video. The first video I watched when a few years ago when I first got into 3d modeling.

  • your transitions are very long and unnecessary/annoying otherwise good stuff

  • I already knew what displacement & bump maps were, but this video will be helpful for some mapping beginners. like

  • wow u just fished one of my biggest issue, my geometry was low poly(for game) and my disp map offset everything and skew the geometry after rendering caused by lack of verts,,, THANKS!

  • Loving these explanation, guys. Unbelievably concise explanation. Subscribed!

  • This subject is sometimes difficult but you presented it so well ! Good job GuerrillaCG !

    I created a new software called Photosculpt that creates displacement maps and 3d seamless textures. And I have many beautifull 3D material samples to share on my web site and Blender files as well. See my profile for more info?

  • 1:43 "If used rightly"? Shouldn't it be, "if used correctly".

  • The video is cool :D

  • Fantastic tutorial! You do a great job presenting information in a very visual way, with fantastic examples. Keep it up!

  • nice beat... ^__^

  • coooooooooool

  • hey thats blender ^^ those tutorials are easy to understand

  • thanks

  • hey i like how u explain what things do im going to sub

  • As far as I know, in bump/andor other pixel lighting techniques. A normal pixel colour is required to calculate correct light reflection on the pixel. 3ds computes a normal map automaticly from the grayscale map. So in other words, in the real world and not within the 3ds, pixel lighting techniques require a normalmap and not a grayscale map.. But I guess that is irrelevant for anyone you are not going to work with games and stuff..

  • 3ds max uses black as 0% bump as XSI and Maya uses 50% grey as 0% bump...

    my wonders are about normal maps...

  • I use Cinema 4D

    in the vid the displaced Sphere also is affected negativ. so they should be aware of that

  • there is a little flaw in this tutorial.

    in the grayscale map a value of 127 the objekt isn't affected. So by using values lower than 127 negativ influences on the objekt are possible.

    besides that it's a pretty professional tutorial. I like it

  • RGB (127,127,127) And (128,128,128) colo(u)rs on bump/displacement maps do not have any effect at all, but when they exist around colo(u)rs either higher or lower than themselves, it'll look like they do something.

    (50% Brightness = no effect | 0-49% Brightness = *holes/scratches* AKA goes 'into' the object | 51-100% Brightness = Bumps, those go even higher than the object usually is.)

  • Comment removed

  • I love the gorilla!

  • Very cool vids, but I would think black means down and white means up, %50 grey being unaffected.

  • I was under the same impression, ^^

  • Awsome, but I was looking for how to actually do it.

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