hl2 normal mapping vs. 3ds normal bump


#1

hi. recently i’ve been creating content for the source engine. this involved creating normal maps inside of 3ds max. in max the normal bump looked great on low poly model. in half life it’s effect is barely visible. it seems that bump mapping in source is just a very simple specular reflaction mapping, not a full normal map that can be viewed in max. am i’m wrong?


#2

I don’t use Max and I haven’t played with source, but I’d imagine the shaders are doing basicly the same thing, just differently. Perhaps there is a shader parameter in Max or Source that needs to be set, a multiplier or some such that needs to be bumped up on the shader for the result to be more pronounced.


#3

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