Game Development Reference
In-Depth Information
FIGURE 9.47 The Bump Node attributes
2. The only attribute we are interested in here is Bump Depth in the 2D Bump Attrib-
utes pane. Adjusting this will alter the emphasis your bump map has on the texture.
A setting of 1 is usually far too severe, so set this to around 0.2.
3. To help keep things tidy, rename this node to BodyBumpValue.
4. Click the file1 tab at the top of the window; this brings you to the file's attributes.
Select the bump map file called GraeBody_Bump.tga.
5. Finally, rename file1 to BodyBump.
There we have it—the bump map is applied. Do these same steps for the Grae_Misc ma-
terial.
With both the specular and bump maps applied, you can see in Figure 9.48 that the Grae
model has dramatically improved—and without having to add any extra polygons.
FIGURE 9.48 Grae with both specular and bump maps applied (See page C9 for color
version.)
Kila's Texture Effects
The bump and specular maps for Kila will create effects that are quite restrained.
Although Kila doesn't have any shiny areas, we can still make use of a specular
map. The oils in our skin make it shine slightly when exposed to certain lighting
conditions, so we can use the map to imitate this effect.
We can also employ a bump map to bring out some of the smaller details in the
model. The creases in her clothing, or detail in her hair could benefit from this.
Figure 9.49 shows the character with the bump and specular maps applied. You can see a
subtle difference, but you and your team may want to decide whether this subtlety is worth
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