New Bumpage:
About the modular manor pack, kind of slightly went overboard. As seen below:
It is not quite done yet, I'll post it soon.
I'll keep it as a recurring theme thing for future medieval resources, if requested.
Well, I'm back to MM. Manor models are mostly done save for some extra variations I wanted to make, but yeah. I pretty much only need to compile them now.
I got amazed by projection mapping so much I started applying it on some objects other than the rocks too.
Made some ultra-poly meshes for trees (really weird trees) and can't wait to see how they turn out when mapped.
I also have a neat thing to announce, I asked somebody to do character design for me and they pretty much agreed to help. So we will see how that goes. This person is far more skilled than me in so I thought it would be far more appropriate.
And here it finally worked although it only uses default smooth shading, not raytraced light:
The resulting mesh has below 500 polys. The texture is also quite poor, but can't do nothing about it, blame it on silly wc3 texture resolution limitations.. Obviously, that is just the ambient occlusion generic diffuse map will go underneath so the low quality will be barely noticeable.
Old Bumpage:
Pretty much, textures in games nowadays are very rarely "hand drawn" completely unless we speak of games that are supposed to look hand drawn of course. (torchlight 2/cartoony games etc etc etc)
"Hand drawing" got dumbed down to drawing diffuses (and often bump maps unless they are generated from the diffuse) which are just the color maps, the shadows are either generated from extremely high poly objects (tens of thousands of polygons) as either ambient occlusion (which is overlaid over the diffuse map) or into normal maps that are then used to generate those shadows in engines that support normal mapping.
I made some textures like that
in this example.
Because wc3 has no bump or normal mapping, I make textures where they are "faked" by photoshop by simulating light and bump maps (as alpha channel) into the texture.
Le Bumpage
I lied, I actually did work on something for MM while making modular manor blab.
The thing being rendering of environmental effects. Some outdoor models (mostly streets) will have rain effects displayed on them (when it will rain), they will gradually go darker and reflective until they get covered in a layer of water and rain ripples will appear.
Vertical surfaces will have streams of droplets on them instead. The rain ripples are very troublesome to animate, I couldn't find any suitable software to make the texture with so I'm drawing the texture frame by frame.. manually in photoshop.
That being said, it will be worth the effort wouldn't you say ? (Picture from magos)
It was inspired by this vid and Dead Island riptide that I recently played.
The similar technique may possibly be used in some models from the modular manor pack to put snow on top of them over time. (Roofs and beams I guess ?)