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bump mapping fun November 7, 2003

Here's my second attempt at creating art for bump mapping.

This panel represents 2 defects in the metal. In the upper right hand corner of the panel, the rivet has been riveted in too deep, this has caused the metal to warp. Also, there's a "not so subtle" crack in the middle of the panel.

My first attempt involved trying to create the specular, ambient, color, and bump maps by hand. This turned out to be really hard. So, I decided to start up Maya and start modeling geometry.

I wrote some code that would take an Alias OBJ file as input, and output a color, bump, specular, and ambient maps.

 

 

I didn't make an ambient map for the above. Some points to be made:

  • This is programmer art. With a competent artist, things can start to look really nice.
  • If you look closely at the Maya colored OpenGL image, OpenGL can't handle all of the polygons near the indentation in the upper right hand corner. The rendering errors are quite obvious.
  • We've cut the number of polygons we're sending to the HW from 1066 to 1!
  • The lighting computation is computed per-fragment, not per-vertex.
  • You can definitely see the specular map take effect in the lower left hand corner (of the top image).
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