In my quest to master Blender, I’ve started to play around with Bump Mapping. Trying to keep it simple, I’m testing the techniques on a dice. However, the outcome is far from satisfying, and using YafRay as renderer, they look even worse (it’s quite possible that this will be solved for both renderers at the same time).
Since I’m modeling a dice with numbers on it instead of dots, I’ve played around with UV face mapping (or whatever it’s called) too. This appears to work fine. I’m using the same image file for both Bump Mapping and Texturing. The Bump Mapping is set to use UV values. The problem is that the outcome looks fake. Basically, the Bump Mapping is supposed to give the numbers on the dice a bit of depth, but unless the angle is perfect, it’s not even noticable (this might have something to do with the fact that the dice is pure black with white numbers).
So either I need to fix this (and somehow manage to increase the bump values – Nor is at max), or I need a good way of actually modeling the numbers directly onto the dice (which I’d actually prefer).
Suppose I were to model this out (which I indirectly asked for in another thread), how should I go about it?
A few points that should be noted are:
I’m using subsurf (catmull-clark) to smooth things out.
I’d preferably work in a way so that the numbers would be reusable in another model (i.e not a dice).