#BumpMapping
started a Halo series (re)playthrough with @fuwasns.bsky.social, and man CE really has aged like wine in a lot of ways. Love that they brought back the bumpmapping.

look at this jackal
November 2, 2025 at 5:07 AM
New bumpmapping thanks to @lucispheres.bsky.social

God this looks soooo gooood uuughhghgh
March 13, 2025 at 5:53 AM
Wow oblivion remastered is gorgeous that software based lumen tech is actually kinda saucy with it

Kinda wondering if they used that NVIDIA ai retexturing/bumpmapping tech they were showing over a while ago
April 23, 2025 at 4:43 AM
maybe i can try bumpmapping her seams first and see how i like them? and if it's not enough for me, i could *maybe* use the base model as reference then just model it from scratch.

but i also haven't finished modeling Roadie's bass or Teto's new guitar yet...
July 26, 2025 at 10:25 PM
bumpmapping still looks fake to me 🧐🤓
June 7, 2024 at 8:38 AM
i really don't see where you see the, like, bumpmap lines indicating popplio-esque fur on vaporeon

the bumpmapping on vaporeon is almost perfectly smooth
July 1, 2025 at 12:36 AM
this bit of dev commentary confuses me, because (AFAIK) bumpmapped particles are barely even used in HL2 or any other Source game. There's only one shader that supports bumpmapped particles ("ParticleSphere") and it's used by exactly one material (smokestack.vmt).
November 19, 2024 at 10:08 PM
And the work also goes back into the new UI toolkit in the works. Given that there’s still a lot to do there I do still wish to release interim 0.8 releases while I get the work on 0.9 done. Stuff like bumpmapping and improved lighting is up for the next update.
December 12, 2024 at 11:56 AM
It's weird seeing screenshots of hl2/orange box nowadays as parts of it look amazing and other parts look really dated. You get a mismatch of photorealistic textures and blurry mess textures. Great bumpmapping from certain angles, some great models, some basic looking ugly models etc etc
July 14, 2025 at 12:46 PM
Because circa 2003, every other 3D game did. Specular highlights across whole bodies and awkward bumpmapping for days.

Everyone looked so greasy.
September 25, 2025 at 8:41 PM
there's some major differences, ps2 does not have programmable shaders, but it is a monster with fillrate and vector processing, so you'd have games that use so much particles and overdraw that could make even next gen consoles cry, but it could not do things like normal/bumpmapping like 3ds could
December 28, 2024 at 6:32 PM
BEHOLD Lemony 3.5! Featuring more sparkles, glow in the dark areas, minor bumpmapping, repaired geometry, reworked expressions, and more effective spring/dynamic bones! Let me know what you think!
February 26, 2025 at 5:33 AM
They literally just ripped the maps from the original, slap new textures with bumpmapping and called it a day.
This feels AI generated.
more Deus Ex Remastered screenshots
September 25, 2025 at 1:07 AM
Easy to get lost amongst the bumpmapping
March 19, 2025 at 8:33 AM
Long time no #GameDev updates. Here's why: While trying to establish a new pipeline to get new 3d objects modelled and integrated into #BomberfunTournament, I noticed that when #BumpMapping is enabled in the game, all new objects are pitch black, no matter what I did.
August 14, 2025 at 2:38 PM
particle systems... weapon trails... bumpmapping... I see any of those in a game and "Ah it's Unreal". Games made in unreal struggle to have an identity of its own
February 6, 2024 at 3:13 PM
Incoming and Expendable were *the* PC benchmarks in 1998 and 9! Being able to process bumpmapping, transform and lighting on the graphics chip itself was a big deal.

Before that, "3D accelerator" cards were called that because their only purpose was to draw polygons and textures
January 24, 2025 at 10:19 PM
The Deus Ex remaster looks like Duke Nukem Forever after they crammed per pixel lighting and bumpmapping into UE1
September 25, 2025 at 3:14 AM
side note, this microcode tech demonstration showcasing fresnel, specular lighting and bumpmapping on n64 hardware is pretty rad www.youtube.com/watch?v=xnAG...
March 15, 2024 at 11:46 PM
It's not real 00's bumpmapping unless you push it so far it contrasts weirdly against hard 90" corners of the wall it's rendering on
January 19, 2025 at 10:21 PM
Added bumpmapping, rain and neon for WETNESS.
Wdyt? Wet enough?

#indiegame #indiegamedev
March 13, 2025 at 2:09 PM
This looks like it could be quality-crunchy. I am pleased by the raw raw pixels with blown-out bumpmapping look
May 30, 2025 at 10:51 AM
I remember being so hyped for Battlefront II on Xbox, it was the first game I noticed bumpmapping, I thought the graphics looked so good
December 18, 2024 at 7:11 PM
admittedly, i feel a little dissatisfied with the "dollishness" of my teto design. i want the seams to be more obvious, with the ball joint slots being more obvious and the seams being actual 3D and not just a texture.

then again, her seams are just a flat texture without bumpmapping
July 26, 2025 at 10:24 PM