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CBris
November 30th, 2008, 13:16
OK... evolution of a bumpmap.

This is just sharing an experience with you. The thing about default FSX bumps is the way they reflect light. Awful, isn't it? Stripey, streaky, UNREAL. The most common way to reduce this is for painters to create an orange peel effect on the bumpmap sheet - and the problem with that is that it really does look like orange peel. Oh, it fixes all those striations (the ghastly stripey reflections in FSX) but it is just a "fiddle" and not a fix. And besides, I have sprayed a few helis up and I hate orange peel - it looks soooo unprofessional.

I've been doing shiny skins for quite a while now and I think I have a better solution than orange peel (I'm still not where I want to be, but I am away from orange peel at least). I've done it on a few paints, but it is time consuming. Anyway, I thought I'd share it here - maybe someone can pick up on the idea and improve it?

Basically, if you look at a plane at an angle, you'll see it isn't really smooth. There's loads of small imperfections that give the finish some unevenness, whether this be rippling of the panels caused by aerodynamic and physical beating about, or if it is dimpling caused by rivets and screws, or dents caused by heavy feet. Anyway, I thought I'd share some pictures and words with you. Just for the fun of it.

Picture one coming right up - the FSX skin with just the lines, rivets and screws bumped:

http://i7.photobucket.com/albums/y276/CBris/Various%202/metallic_smooth_bump_1.jpg

...and you can compare that to the "orange peel" effect so popular among painters:

http://i7.photobucket.com/albums/y276/CBris/Various%202/metallic_default_bump_1.jpg

See the difference? The shot-peened surface looks a bit better because it breaks up the large plane surfaces and spreads the light.

So if it is the surface that distorts the light, why not add more bumps - but larger and smoother than orange peel?

OK - in the next piccie I have overlaid a very slight, washed out ripple effect:

http://i7.photobucket.com/albums/y276/CBris/Various%202/metallic_wrinkles_1_bump_1.jpg

It's better, but I think it looks too "new" and too FSXy. But if you go too far, you could end up with this:

http://i7.photobucket.com/albums/y276/CBris/Various%202/metallic_wrinkles_1_bump_2.jpg

So what I have actually done is to create two separate bumpmaps and alphas. The first is the standard aircraft flat, shiny skin with just rivets and panel lines bumped. Then I created another bumpmap of a water effect. Ripples on a swimming pool sort of stuff.

Then I just overlaid the two "blue" bumpmap textures over each other using my painter program's merge function "screen overlay". I did the same with the respective red-channel alphas and ended up with a third bumpmap which is the sum of the first two.

Why two separate images? Because the ripples have varying depths and need different "height map" settings to the rivets. After a little fine tuning, it starts to look better. Like this:

http://i7.photobucket.com/albums/y276/CBris/Various%202/metallic_wrinkles_1_bump_3.jpg

But when you look, you can see I haven't done the rivet dimpling yet and the ripples cross rivet lines. The panels on real planes only ripple over gaps behind them. That's where we'll be headed in my next postings.

All Greek to you? Don't worry, if you have never made a bump map, then I wouldn't be surprised. I haven't taken any pix from my painter yet. Basically because I haven't actually done anything special yet.

When I get relly going, you'll see that I will be creating several bumpmaps for each kind of surface effect. There'll be:

- a "depth map" for panel lines
- a "height map" for access panels etc.
- a "mixed map" for surface ripples, but with the edges running to flat
- another "depth map" for the dimples caused by the rivets

and I'll discuss the lighting angles and how to fix them before exporting your bump maps.

Oh, and I might even explain the basics of how to create a bumpmap...

The SDK says you can't manipulate bumpmaps - easily. The SDK is right. So why bother, just make more bumpmaps and merge them until you get something real...

Oh... that 'gold' effect? an ochre-ish yellow on the paint and an orangey colour on the spec. I'll look at specs another time.

...and there is a different cubic envelope map in that plane's texture folder too - to improve what's reflected. I didn't overly like seing snow capped peaks reflecting when the plane is flying over non-mountanous country.

Until then...

CBris
December 1st, 2008, 06:37
Oh sorry - I mentioned a different envmap and forgot the pictures - here they are.

http://i7.photobucket.com/albums/y276/CBris/Various%202/shiny.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%202/shiny2.jpg

In these two pictures, you can see I have started rebuilding the bumpmaps. Here I have only the panel lines textured and if you could see the flight images, you'd see that the angle of inherent lighting varies from area to area of the skin. This is simply because the modeller maps all the segments to fit into as few texture sheets as possible. We're going to have to correct this.

More in another post!

Cazzie
December 1st, 2008, 14:44
Well, it looks like the new envmitmap fixed thing hunky-dory Chris. Nice little lecture professor. :friday:

Caz

Milton Shupe
December 1st, 2008, 15:28
Great stuff Chris ... thanks for sharing these ideas and points. Certainly re-/painters can benefit from this. :applause:

CBris
December 1st, 2008, 22:24
Mr Shupe, Sir! Thanks for those words

Well I guess it's time for some more...

The one thing that does come out from this is that you need to experiment with the "Height Map" settings when you create your Bump textures. I am learning as we go along here :icon_lol: (You think I knew all this stuff?)

There's two major problems still involved with the bumpmaps above. The biggest one is the way the bumps are rendered. It could be down to the way Corel handles height mapping, but in the shots above, I find the panel edges too rounded and if you were to look very closely, you'd see some artefacting of the lines. But in PC graphics, your smallest common denominator is still the pixel.

Today we'll actually look at the nitty gritties of making the bump maps. As far as I can tell, height and depth on the surface of a model is rendered from a grey-scale image where height is represented by all shades lighter than 50% grey and depth is represented by darker.

All you need for the bump map then, is a grey sheet of paper with dark depths and light heights. So lets try to sharpen things up and add some rivets too.

http://i7.photobucket.com/albums/y276/CBris/Various%202/finright.jpg

Here's the basic texture I am working on. Another Problem. The height map works with lighting - and you can only use one direction. At the moment I have set it so that the light is from Top Front when looking at the right side of tail fin. Remember that, because onde we have established the bump map, we'll be cutting and pasting. Back to the texture...

As you can see - here is the texture with lines and rivets visible. The lines are dark and the rivets light.

Let's just use the lines for now, darken them a tad and re-make the texture.

Darken the lines:

http://i7.photobucket.com/albums/y276/CBris/Various%202/darker.jpg

Add the 3D effect (relief map / height map - whatever your paint program calls it):

http://i7.photobucket.com/albums/y276/CBris/Various%202/lines3d.jpg

Notice that the program creates a duplicate of the dark bits and creates a "light" shadow - high right in this case...

Now go to the RGB channels and select the red channel:

http://i7.photobucket.com/albums/y276/CBris/Various%202/alpha.jpg

Export this as a bitmap and name it so that you know it is the alpha channel.

Now comes the fun part - FSX only uses two tones to create bumps - the red channel is the alpha and the blue/green channels are the colour texture. We've saved the red channel, so now we need to hide it. Select your bucket tool and flood fill the red channel with black. Now select the blue channel and flood fill it with white. Finally select all channels and you will see the familiar pale blue colour texture you know from the other bump maps.

http://i7.photobucket.com/albums/y276/CBris/Various%202/fills.jpg

Export the colour texture as bitmap as well

Using whatever tool that comes to hand (I use the latest DXTbmp with the fixes to allow dds export) and make your "****_t_bump" texture and let's go fly the panel lines....

(post to save and pause while I start the sim)

CBris
December 2nd, 2008, 05:21
Having saved the "new" bump texture, let's take a look at how it looks on the model...

http://i7.photobucket.com/albums/y276/CBris/Various%202/first.jpg

Not bad, but I am not too happy about the depth of the panel lines. The depth depends on a couple of factors when you prepare the bump map. First of all, the darker the line is in comparison to the middle grey tone, the deeper it will appear. Also you can set "depth" using your 3d relief map tool in your paint program's "effects" menu. Also in that tool, you can set the strength of the effect. In the image above, depth was set at 1 and the strength of the effect at 60

Here's another picture with depth at 5 and strength at 100

http://i7.photobucket.com/albums/y276/CBris/Various%202/fourth5_100.jpg

...as you can probably see, the line appears wider (deeper) and there is a certain amoun of artefacting visible. This "strength" doesn't appear to affect lines as much, but as you will see later, ripples and dents do get affected.

Those "artifacts"... not pretty, are they? As far as I have beenable to discern, these are remnants caused by the anti-aliasing. Angled lines are stepped without AA, but even the AA smoothed lines still have "steps" - it's a fact of life. We'll only really see the end of this when graphics cards let us display vector graphic lines on a 3D model. Very unlikely - so until then you have to try to get your paints as smooth as possible - or use the orange peel technique.

Oh - on that subject - I didn't really know how to duplicate that until I explored further this morning.

If you take your layered 'paint' texture and select the background, there's a handy tool in the effects menu called "noise" or "add noise". Another one of these strange computer graphic artist tricks designed to confuse us all. Experiment with it. Here's a couple of mine...

You apply noise to the image background, before merging your layers and adding the 3D relief map (depth/height effect). The same rules as for the bumps apply. Darker on the colour texture means depth. You can also adjust density and intensity of noise in the effect menu.

Here's a fairly low density/intensity addition of noise - you can hardly recognise the odd dimple on a static shot.

http://i7.photobucket.com/albums/y276/CBris/Various%202/1_40_w_randnoise4_100.jpg

Now with more density/intensity:

http://i7.photobucket.com/albums/y276/CBris/Various%202/1_40_w_randnoise8_100.jpg

Hey, did I hear someone ask why we have to flood fill the blue channel when we save our bumps?

This is why.

http://i7.photobucket.com/albums/y276/CBris/Various%202/sixthwithgreen.jpg

Adding the third layer confuses the rendering engine because there are only two dimensions looked at by the FSX engine for rendering the bump effect - the green channel (with a white fill blue) on the colour texture and the red channel saved to the alpha.

I don't know the technical terminology or reasons - these are just educated guesses. If someone with the real know-how would add his or her input, I'd be very gratefulful.

Next it's the turn of the ripples...

CBris
December 2nd, 2008, 07:59
Let's evolve some more...

OK, we've looked at lines and orange peel. Rivets can be hadled much the same way as lines, except you need to "paint" the rivets lighter than the neutral mid grey background so that they appear to rise above the surface.

Oh, while I am on the subject of height - you can of course reverse the colours so that you use darker colours for high bumps, only you would then need to simply reverse the lighting direction on the bump render stage...

Anyway... let's look at the alternative to orange peel. If you look at pretty shiny planes at an air display and if you look at a flat angle, you'll see that the surface is not perfectly smooth. In fact it appears rippled. This is because aircraft metal skins are made very thin aluminium and the only places that the skin is supported are where it is rivetted to stringers, longerons and frames (remember that fact!). So now we need to do some masking on the texture so that only the panel centres are identified...

Here's the whole sides masked:

http://i7.photobucket.com/albums/y276/CBris/Various%202/ripples_1.jpg

...and here's the panel lines masked up:

http://i7.photobucket.com/albums/y276/CBris/Various%202/ripples_2.jpg

OK, I'm not going to teach you masking techniques, just bear in mind, you need to make a mask of all your lines and rivets and extend the mask outwards a few pixels (that way you can mask out the supported part of the skin - remember I told you a few lines back to remember?). When you have masked out the areas where the skin is firmly supported (flat) you can then extend the mask further outward using a fade - 10 to 20 pixels.

Why? the skin gets "looser" as you get further from the supported edges, so any rippling is stronger at the middle of the panels.

You'll end up with something like this:

http://i7.photobucket.com/albums/y276/CBris/Various%202/ripples_4.jpg

Now we need some RIPPLES!

Here we go!

http://i7.photobucket.com/albums/y276/CBris/Various%202/ripples_5.jpg

Extract a mask's worth please...

http://i7.photobucket.com/albums/y276/CBris/Various%202/ripples_6.jpg

Now greyscale it:

http://i7.photobucket.com/albums/y276/CBris/Various%202/PRE-GAUSS.jpg

Add some Gaussian Blur

http://i7.photobucket.com/albums/y276/CBris/Various%202/POSTGAUSS.jpg

Play around with the height map...

http://i7.photobucket.com/albums/y276/CBris/Various%202/heightmap.jpg

Or maybe...

http://i7.photobucket.com/albums/y276/CBris/Various%202/heightmap2.jpg

Or even
http://i7.photobucket.com/albums/y276/CBris/Various%202/heightmap3.jpg

Then go fly!

CBris
December 2nd, 2008, 08:00
Ohhhh

What would that all look like?

I haven't the slightest idea... :costumes:

http://i7.photobucket.com/albums/y276/CBris/Various%202/rippled1.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%202/rippled2.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%202/rippled3.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%202/rippled4.jpg

Cazzie
December 4th, 2008, 16:33
Simply remarkable Chris, I do enjoy getting on the inside of the art some of you people do. Consider this copied and pasted and saved for posterity.

Caz

CBris
December 4th, 2008, 20:10
I'm having a couple of days off from this project to do a "requested" job or two. I haven't forgotten you here...

CBris
December 7th, 2008, 14:04
OK, just to take a break away from the bumps...

Who saw and remember's Gibbon's car in XXX 2? The one triplex gives to his girlfriend? A nice blend of gold, purple, green and blue...

That's Dupont's chromalusion paint and depending on how you layer it, you can get different effects. In FSX too. It is worth experimenting with.

NOW BEFORE SOME COMPLAIN ABOUT MY COLOUR SENSE... :icon_lol: This is only an example here. I just wanted to see if I could even get a three tone chroma effect - I have done two-tone flip-flops often enough, but now I have three tone - and four is possible at a guess.

Two tone chroma:

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold3.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold4.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold5.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold6.jpg

Three tone chroma:

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold8.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold9.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold10.jpg

http://i7.photobucket.com/albums/y276/CBris/Various%201/gold11.jpg

JT8D-9A
December 9th, 2008, 12:03
Thanks, Chris! That's very informative :applause:

CBris
December 17th, 2008, 14:21
OK, now having faffed around with exaggerated specs and fresnels, let's put the whole lot together and add one final touch...

Gold should be glittery and I'll thank Chuck_Jodry, who put me on the right track with metalflake - I had been doing it the hard way before, but using "noise" on the colour layer is easier than using a spray brush.

NOW I know what "rauschen" is (I have a German copy of Corel Photopaint, so I have been trying to figure out what that meant for ages...)

So... putting the whole thing together on all exterior textures, adding "noise" to the paint textures and rippling the bumps. Then toning down the colours of the specular an fresnel...

I reckon you might agree that the flake paint gold effect is reasonably discreet for such an "in your face" paint...

Enjoy. Who wants the paint? I guess I could upload it... even if it is only to accompany these musings...

Cazzie
December 18th, 2008, 12:02
Am I late? Is it up yet? Lemme look at Latest Add-Ons? Nope, not there. Gonna put it ay AvSim?

Want it? Must have it!!!! :running::jump:

You know me, I'm gonna have a look at all those textures too. :applause:

This is a great guide Chris, have enjoyed it from the beginning.

Caz

CBris
December 18th, 2008, 12:48
Give me tomorrow to tie this up in a useable bundle, write a small readme and maybe add the "Ozzie paint".

CBris
December 19th, 2008, 01:09
The texture is on Avsim - look for texture.gold.zip

You can see the end results and maybe see where I was going...

(As the upload is uploading now - 11.09 a.m. CET - you might have to wait a bit for Avsim to check and activate)

Cazzie
December 19th, 2008, 04:20
Downloading as I speak, as I type in IRIS's site to get the plane. I was under the impression it was Piglet's PC9 :isadizzy::banghead:.

No worries mate, just another kink in the plastic! :icon_lol:

Caz

CBris
December 19th, 2008, 04:54
Then you might as well DL the other 2 paints already :wiggle: and I am working on more.

Cazzie
December 19th, 2008, 06:24
That's a double check, kid's are out for Christmas an noon, gotta get ready to get them as the wife has to go to work then.

Caz

Gizmo
December 21st, 2008, 11:11
Hi Chris

Nice wirte up but might i point you to Nvidia's Normal map filter for Photoshop

http://developer.nvidia.com/object/photoshop_dds_plugins.html

this will create real normal maps from your grey scale height maps using emboss is not the best way to go about it ;)

btw you'll still need to channel copy/fill ect to get them out to FSX's DXTC DDS format

I've been working on a project which aims to build a HD repaint pack for the default Bell 206 totally recreating all base textures,normal & spec maps from a blank canvas,it still a WIP sofar but its coming on quite well

http://i287.photobucket.com/albums/ll121/160873/wip-2.jpg


every bit of detail you see here comes from a rebuilt normal map non of the rivets or pannel lines/mesh ect is poly modeled at all!

Laters
steve

CBris
January 1st, 2009, 06:37
Steve,

You are right about the nvidia tool - but...

...it doesn't work in Corel (which I use). OTOH, the Corel's emboss function - hold on - it isn't emboss, it is a proper "height map" function - does exactly the same as the nvidia tool - it is just a bit more time consuming.

Excellent work on the Bell there! Love it!

Gizmo
January 3rd, 2009, 08:25
Hey Chris

Aha its been a while since i took a lookie at corel,glad to know there an alternative out there

The HD bell package is coming on quit nicely now all the normals are inplace just got to add a bit of ware and tear and a few other details + sort out final specs/reflection lvl and frm with the other guys work we should have 6 totally remade HD schemes for the Bell206 and we my also release a HD repaint kit later on so other repainters can use the remade normals

(thumb link to 1920x1200 WIP image stright from fsx)

http://i287.photobucket.com/albums/ll121/160873/th_almostdone.jpg (http://s287.photobucket.com/albums/ll121/160873/?action=view&current=almostdone.jpg)

if your in the mood for some Australian based repainting pop over to Ozx site (http://www.aussiex.org/index/news.php) and take a lookie at the painter forum there as they have a great little freeware community thats growing by the day and im sure everyone there would value your input

All the best
Steve

CBris
January 3rd, 2009, 08:53
Link linked and visited - interesting! Registered and posted already - thanks for the HU...

That 206 is definitely coming along nicely. I do like so far.

Paularx
January 7th, 2009, 23:25
Thank you Chris for showing these techniques - am watching with great interest !

Paularx

wombat666
January 10th, 2009, 03:42
Chris, I am most impressed, have noted everything down like Caz, now I'm off for a handfull of Tylenol and a good long nap!
This will take some absorbing for my overworked neurones!!!!!!
Confusion reigns!
:faint:

FelixFFDS
January 10th, 2009, 14:11
Excellent Thread!!!!

Lionheart
January 31st, 2009, 20:27
Chris, I am most impressed, have noted everything down like Caz, now I'm off for a handfull of Tylenol and a good long nap!
This will take some absorbing for my overworked neurones!!!!!!
Confusion reigns!
:faint:


I couldnt have said it better myself..


I was wondering how you got the fatiqued aluminum skin appearence.. Water!!! lolol.. Brilliant and simple! lol..


Many thanks Chris and Gizmo.

:ernae:



Bill

Snuffy
February 2nd, 2009, 03:29
Thanks Chirs, I could never hope to achieve your level of talent.

:friday:

CBris
February 18th, 2009, 00:15
I've been watching Gizmo and friends over at "their place"...

All I can say is "It is time for me to retire!" Boysoboys! Are they coming up with some cool stuff! I need to go away and practice - a lot! They have overtaken me as if I were standing still.:faint:

Ah but I have a few tricks up my sleeves yet. Just let me get settled in to the new job and home and get my PC online in the new place - wherever that is going to be (still house hunting)

Lionheart
March 2nd, 2009, 05:32
Hey Chris and all,


I thought I would add a bit.

I model in Gmax and come accross alot of parts that reverse the bump mapping. This is a known bug with Gmax (and maybe Max as well, but not sure) in which opposite sides and Mirrored sides, such as half a fuselage that is created, then cloaned and mirrored to create the other side.

A simple work around I discovered is to simply reverse the grays. Whites become dark grays, and vice versa.

Bumps are usually white-ish and depressions are dark-ish, (for those that dont know. I know you know this Chris).

Another tip for the guys that are new to all of this. If you are good and organized about using your PSD files, keeping layers labeled and organized, you can take a regular PSD master file and rename it to 'blahblah_bump' and make that into a bump map in quick order.

* Rename the master PSD file to _bump
* At the top most layer, add a layer, call it Bump Map Barrier (or the like)
* Make a copy (duplicate) of the rivets layer
* Send (Arrange) the layer to the top 'above' the gray barrier
* Do the same for all bump layers such as panel lines, fuel caps with bolts, etc, moving them to the top, all duplicates.
* Turn off their shading and effects (usually people have shading effects and things on rivets, panel lines, etc.. turn that off so you have pure graphics only)
* Now Desaturate all of those top layers that are above the gray barrier
* Adjust the grays of the layers (lessen the brights and darks to milder tones)
* If using PS, download the nVidia tools for PS that Steve talked about
* Burn a BMP from your master PSD
* Flip verticle
* Go to Filters/nVidia tools/Bump map creator (what ever its called.. arrghh.. forgot), and burn the art into a bumpie.
* Copy Red Alpha (channels tab/section in RH menu in PS)
* Click 'Add Layer' button at bottom and add a layer which now becomes your Alpha channel
* Paste Red Alpha to new 'Alpha' channel
* Fill the Red Alpha with pure black (0,0,0)
* Make sure all layers of Alphas are 'on' (checked)
* Burn as a DDS DXT5 or tripple 8.

Done..

:d

A bump map created from an existing PSD file and done in perhaps 3 or 5 min's, if that.




Chris,

Thanks so much for showing how you did the awesome waves in the surface of that bump map. I havent been that amazed in quite a while. Getting such information is like being blessed with a jig saw for cutting holes in plywood when before all you had was a steak knife. :d

Pictures are indeed worth a thousand words.


Bill