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!
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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?
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..
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.)
Really nice video mate! Simple is the key!
trialbass 3 weeks ago
awesome vids
WeaponOfMyDestructio 3 months ago in playlist More videos from GuerrillaCG
The website is restricted ... ?possibly dead?
videofountain 3 months ago in playlist More videos from GuerrillaCG
Simple and easy to understand ! Good work :)
mehdiway 5 months ago
thank you
p4tooo 7 months ago
like this video. The first video I watched when a few years ago when I first got into 3d modeling.
ThatOGDon 9 months ago
your transitions are very long and unnecessary/annoying otherwise good stuff
UniOneUni 9 months ago
I already knew what displacement & bump maps were, but this video will be helpful for some mapping beginners. like
SeriousIlya 9 months ago
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!
aznsushi41 10 months ago
Loving these explanation, guys. Unbelievably concise explanation. Subscribed!
djouroboros 11 months ago 2
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nestorreviews 11 months ago
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nestorreviews 11 months ago
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?
hipe0 1 year ago
1:43 "If used rightly"? Shouldn't it be, "if used correctly".
SaintDapiea 1 year ago
The video is cool :D
triayam 1 year ago
Fantastic tutorial! You do a great job presenting information in a very visual way, with fantastic examples. Keep it up!
youtubep2k6 1 year ago
nice beat... ^__^
charcoal777 1 year ago
coooooooooool
TheDev1000 1 year ago
hey thats blender ^^ those tutorials are easy to understand
ffKingcreole 2 years ago
thanks
adge610220 2 years ago
hey i like how u explain what things do im going to sub
fineone1987 2 years ago
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..
opliik 2 years ago
3ds max uses black as 0% bump as XSI and Maya uses 50% grey as 0% bump...
my wonders are about normal maps...
hamairon 2 years ago
I use Cinema 4D
in the vid the displaced Sphere also is affected negativ. so they should be aware of that
chisui200 2 years ago
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
chisui200 2 years ago
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.)
TheDoomerBlox 2 years ago
Comment removed
BackwardsEight 1 year ago
I love the gorilla!
Rulitop 2 years ago
Very cool vids, but I would think black means down and white means up, %50 grey being unaffected.
new2lw 3 years ago
I was under the same impression, ^^
wallerron 2 years ago
Awsome, but I was looking for how to actually do it.
r34ct 3 years ago