+R3n7on This was a fantastic explanation, clear, concise and very well produced. I've seen some behind the scenes content from collector editions but nothing like this, I wish more games would include this kind of information. Thank you for the upload.
Bumpmapping in real time games began way earlier. The first Halo and Roque Squadron II featured copious amounts of bumpmapping on their respective systems on launch day, and the Dreamcast before hand was capable of it! And of course, on the PC, it's been around even longer.
The original Call of Duty, released in 2003 was not a bleeding edge game technology wise, by any means. The only example of bumpmapping I can think is possibly the water surface rendering. Call of Duty 2 however featured huge amounts of bump and normal mapping (and it looked great). For it's time, it was quite a handful for PC graphics cards at max settings unless you had the latest and greatest. The problem with implementing bump and normal mapping pre-Xbox era, was partially due to the graphics hardware and API problem that was sorting itself out in the late 90s. Certain games supported certain APIs to certain degrees, and even certain graphics cards. Bump and normal maps might be hard coded into the game that required a certain vendor's graphics hardware. Once DirectX 8 rolled in, Nvidia and ATi really started to design their graphics hardware around the API. IIRC DX8 was the first release to really support both normal and bump mapping on a wide enough scale to get developers to really care. Combined with the Xbox releasing in 2001, developers could essentially design a game for both PC and Xbox thanks to Direct X being on both, with the same feature set across both systems without too much trouble. As for the rest of the console world, the Gamecube and it's Wii descendant actually support certain types of bumpmapping to a fair degree, there are plenty of examples of it. Normal mapping can be done with some very custom work to make it happen as seen on the Wii with The Conduit. The PS2 didn't directly support either, but it could and was done in a few very specific examples like Hitman: Blood Money and Matrix: Path of Neo. Of course, the Dreamcast needs to be brought up because it did have bump and normal mapping hardcoded into the system and only one very specific example of it exists in any Dreamcast game: that being a rendering of a coin in Shenmue 2. You can find it on UA-cam with a "Shenmue 2 Normal Mapping" search.
at 1::40 i found an amzing thing but if you unrap the uvw from the high poly model and you try to put the sam emodel on the low poly map will it still work? does someone have more info"?i would really need this!
at 1::40 i found an amzing thing but if you unrap the uvw from the high poly model and you try to put the sam emodel on the low poly map will it still work? does someone have more info"?i would really need this!
Best explanation so I've found so far, thanks!
Yes, the detail on this 240p video is astounding xD
***** How the hell did I get the 2010 number then >.< My bad!
***** Ah, that explains :D Still informative though!
+R3n7on This was a fantastic explanation, clear, concise and very well produced. I've seen some behind the scenes content from collector editions but nothing like this, I wish more games would include this kind of information. Thank you for the upload.
***** Ah cool, underrated games too.
"Bump mapping is an amazing *new* technology"
*Video released in 2010, bump mapping introduced in 2004 with doom 3*
Bumpmapping in real time games began way earlier. The first Halo and Roque Squadron II featured copious amounts of bumpmapping on their respective systems on launch day, and the Dreamcast before hand was capable of it! And of course, on the PC, it's been around even longer.
Blitzvogel Damn, that ashames call of duty even MORE.
Cod finally brought it in with ghosts, like actual good bump maps.
The original Call of Duty, released in 2003 was not a bleeding edge game technology wise, by any means. The only example of bumpmapping I can think is possibly the water surface rendering. Call of Duty 2 however featured huge amounts of bump and normal mapping (and it looked great). For it's time, it was quite a handful for PC graphics cards at max settings unless you had the latest and greatest.
The problem with implementing bump and normal mapping pre-Xbox era, was partially due to the graphics hardware and API problem that was sorting itself out in the late 90s. Certain games supported certain APIs to certain degrees, and even certain graphics cards. Bump and normal maps might be hard coded into the game that required a certain vendor's graphics hardware. Once DirectX 8 rolled in, Nvidia and ATi really started to design their graphics hardware around the API.
IIRC DX8 was the first release to really support both normal and bump mapping on a wide enough scale to get developers to really care. Combined with the Xbox releasing in 2001, developers could essentially design a game for both PC and Xbox thanks to Direct X being on both, with the same feature set across both systems without too much trouble.
As for the rest of the console world, the Gamecube and it's Wii descendant actually support certain types of bumpmapping to a fair degree, there are plenty of examples of it. Normal mapping can be done with some very custom work to make it happen as seen on the Wii with The Conduit. The PS2 didn't directly support either, but it could and was done in a few very specific examples like Hitman: Blood Money and Matrix: Path of Neo.
Of course, the Dreamcast needs to be brought up because it did have bump and normal mapping hardcoded into the system and only one very specific example of it exists in any Dreamcast game: that being a rendering of a coin in Shenmue 2. You can find it on UA-cam with a "Shenmue 2 Normal Mapping" search.
"new technology" this was 10 years ago, man how fast tech goes
deserves more views
at 1::40 i found an amzing thing
but if you unrap the uvw from the high poly model and you try to put the sam emodel on the low poly map will it still work?
does someone have more info"?i would really need this!
0:00 I didn't realize that Normal Mapping is intended for people ages 17 and up.
DISCLAIMER : That was a joke.
shame its not in HD
@R3n7on i will try that thanx !
thanks, but on english e "non ho capito un cazzo" but yeah!
at 1::40 i found an amzing thing
but if you unrap the uvw from the high poly model and you try to put the sam emodel on the low poly map will it still work?
does someone have more info"?i would really need this!