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Powsen Apr 24, 2015 @ 9:49am
Adding a bump map?
Hey everyone!

I was wondering, I have a fempyro model, and I want to add it a bump map to make the suit more.. realistic?.
I know it's possible but is it possible directly through SFM, or do you need to do it in a 3D software?

Thanks :)
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Showing 1-14 of 14 comments
AlueeN Apr 24, 2015 @ 9:53am 
Originally posted by ViperMaw 💊:
Hey everyone!

I was wondering, I have a fempyro model, and I want to add it a bump map to make the suit more.. realistic?.
I know it's possible but is it possible directly through SFM, or do you need to do it in a 3D software?

Thanks :)
It can be done with overrides.Ask someone more experienced because I don't know anything about bump maps.
EmperorFaiz.wav Apr 24, 2015 @ 9:54am 
There are various ways to do it. My personal favorite is using material generator software like Mindtex to create normal (Valve called it bump) map, diffuse map and more.
Pte Jack Apr 24, 2015 @ 9:55am 
Bump maps are materials and are applied via the master material's vmt by adding VMT commands like $bumpmap and $normalmap or some such thing. The commands would point to the bump texture VTF file you want to use. Look at some of the vmts available and have a look how to use them.
Last edited by Pte Jack; Apr 24, 2015 @ 9:56am
Powsen Apr 24, 2015 @ 9:55am 
Originally posted by EmperorFaiz. mdl:
There are various ways to do it. My personal favorite is using material generator software like Mindtex to create normal (Valve called it bump) map, diffuse map and more.

That sounds handy, even though I don't even know how this works XP

Also, if you wanna know what I want to do; it's just adding this texture ( https://developer.valvesoftware.com/wiki/File:Ssbump_examples.jpg the one in, the middle) on the suit. But on the suit only, not the head. Does that help?
Last edited by Powsen; Apr 24, 2015 @ 9:56am
Powsen Apr 24, 2015 @ 10:00am 
Originally posted by Pte Jack:
Bump maps are materials and are applied via the master material's vmt by adding VMT commands like $bumpmap and $normalmap or some such thing. The commands would point to the bump texture VTF file you want to use. Look at some of the vmts available and have a look how to use them.

So, I gotta change the model's materials with a command? I'm sorry but I have no idea how to do that ^^"
EmperorFaiz.wav Apr 24, 2015 @ 10:00am 
Originally posted by ViperMaw 💊:
That sounds handy, even though I don't even know how this works XP

Also, if you wanna know what I want to do; it's just adding this texture ( https://developer.valvesoftware.com/wiki/File:Ssbump_examples.jpg ) on the suit. But on the suit only, not the head. Does that help?

Perhaps you could this:
1) Import the fempyro texture on image editing software
2) Import the bump texture you wanted as new layer and set the layer to 'multilpy'
3) Erase the unwanted part.
4) Export
5) Create normal map with Mindtex or anything.
6) Create VTF file of the normal map. Make sure you tick "no level of detail" and "no mipmap"
7) Move the file of normal map into same file path as fempyro texture files.
8) Open VMT file of the fempyro texture, add "$bumpmap" below "$basetexture" along with the file path (example : "$bumpmap" "model/player/fempyro/ <yournormalmapfilename>")

Last edited by EmperorFaiz.wav; Apr 24, 2015 @ 10:08am
Powsen Apr 24, 2015 @ 11:41am 
Alright, so the four firsts steps.
But Mindtex is not free, so I can't do the rest :s
EmperorFaiz.wav Apr 24, 2015 @ 11:43am 
Originally posted by ViperMaw 💊:
Alright, so the four firsts steps.
But Mindtex is not free, so I can't do the rest :s
I could make one for ya. Send it to me
episoder Apr 24, 2015 @ 11:53am 
if you have the bumpmap already just add $bumpmap with the file's path to the .vmt of it. overiding that might not always work. afaitested some shader combinations don't reload the materials.

to create bumpmaps there are several ways.

1) cheap: make a greyscale of the basetexture and feed that to vtfedit for example and let it generate the bumpmap from that cheap thingy. it interprets it as a heightmap. does edges based on gradients but not much more.

2) artistic: handpaint a heightmap based on the basetexture and feed it to vtfedit to get the normal map.

3) precise: model a high resolution mesh and let the modelling program generate a normal map unwrap. some programs have that.

there are other tweaks inbetween where you might combo program's ambient occlusion renders with whatever heightmaps and cheap model normals to generate nice alternative uv unwraps that can serve multipurpose functions for detailing.

also... $ssbump is NOT SUPPORTED on models. sorry about that. :)
Powsen Apr 24, 2015 @ 1:17pm 
Originally posted by EmperorFaiz. mdl:
Originally posted by ViperMaw 💊:
Alright, so the four firsts steps.
But Mindtex is not free, so I can't do the rest :s
I could make one for ya. Send it to me

Alright, thanks, I'm gonna send you a friend invitation, but wait, I gotta redo it, hope you'll be available later x)
AeridicCore Apr 24, 2015 @ 1:32pm 
I'd use CrazyBump, it's absolutely free, just google it.
R234 Apr 24, 2015 @ 4:37pm 
VTFEdit can generate bump maps from greyscale heightmap images. And it's free.
Powsen Apr 25, 2015 @ 3:09am 
Originally posted by R234:
VTFEdit can generate bump maps from greyscale heightmap images. And it's free.

Yea, I use that too.
But the materials I'm modifying are weird. They're made so that we can paint the model within SFM, with a rig I downloaded on the workshop. Does it matter?
R234 Apr 25, 2015 @ 8:55am 
Materials are one step further down the chain of texturing, so no, it doesn't matter. You just need to create a heightmap version of your base texture (sometimes you don't even need to change it), and use that to generate the bump.
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Date Posted: Apr 24, 2015 @ 9:49am
Posts: 14