Bumpmapping in CS:s

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BigGoose2006

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DeusEx: Invisble-War was the first game using bumpmaps I played, I must admit I was really impressed at the time, but comparing them to Doom3 and CS:s' bumpmaps I realize how much better gamedesigners today are using them to their potential. When I played Doom3 the first time I thought it was neat how every texture in the game had bumpmaps, even gunmodels did (I thought the guns looked horrible in Doom3, CS:s has bad@ss gunmodels) and I was wondering wether the same is true for the Source? Bumpmaps are less obvious in CS:s then they were in Doom3, but still make everything in the game look much more realistic and 3D. What does everyone else think about the bumpmapping in CS:s?
 
I think the bumpmaps are quite well used, but I don't really see why they are nearly all on the floor and none on the walls, because people do end up facing walls quite a lot
 
I turned it off. Some of the bumpmapping is only noticeable when you point a flashlight at the surface or when you're in a partly lit area.
 
I think the bumpmapping in CSS is much more subtle than in Doom3.

That is just my opinion though :|
 
they could've used bumpmapped textures much more often. it sucks how only some areas are bumpmapped and some areas are plain low-res textures.
also, the ground/wall textures are incredibly realistic where player models suck. i don't understand why they did that. (better with the bumpmapped skins)
 
I thought they did a great job with the bumpmaps on the walls... they often are unoticable without a the flashlight, or some other entity light.
 
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