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The Normal Map Models Thread


DeepOmega

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So, at Renzatic's request, I'm going through and making models to match up with some of the textures we have - these models will then be used to generate normal maps. Technology is sexy.

 

Window1.jpg

 

Left: flat rectangle

Middle: Untextured model

Right: Textured model

 

Since I'm running Max R6, I haven't generated the normal map yet, but this is two minutes of work once I have my copy of 7 again.

 

More to come later.

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Guess what came today?

 

Window2.jpg

 

FloorTile3.jpg

 

mansion_window01_n.jpg

 

mansion_floor_tile01_n.jpg

 

Bam. Will put the .tga files on the ftp, I guess?

 

Edit: I didn't add any noise to it, so it's very smooth - but this is very fixable in photoshop. If you really want, I'll do it in 3D, but it's not necessary.

 

Double Edit: Nevermind. Roughed it up myself.

Edited by DeepOmega
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well to be honest the window looks IMO better with the ps-generated normalmap.

your normalmap is much too clean - it doesn't look real anymore.

and BTW you have to invert the normalmap for D3 - means you need the exact opposite of your normalmap, but I guess you can adjust that in the normalmap generator.

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I checked out the window and find myself half and half on it. On one hand the depth it awesome, it actually looks like it's set inside the frame now, but on the other it's missing the roughness that makes it look like medieval glass.

 

Great job, but needs a little more before I'll say it's complete.

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  • 4 weeks later...

THe fine detail can be retrieved through the normal map filter for photoshop, or the fine detail can be saved as an ordinary bump map and blended with the normal map in the shader.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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