DeepOmega 5 Posted January 30, 2005 Report Share Posted January 30, 2005 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. Left: flat rectangleMiddle: Untextured modelRight: 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. Quote Link to post Share on other sites
DeepOmega 5 Posted January 30, 2005 Author Report Share Posted January 30, 2005 Tile floor. Same organization. Quote Link to post Share on other sites
Renzatic 12 Posted January 30, 2005 Report Share Posted January 30, 2005 Good job for today. Do 2 more tomorrow and I'll spare the whip. Oh yeah, don't be too afraid to make the surfaces a bit uneven in some instances. The tiles in particular would do good with some slight noise along the surface to make it look a bit rougher. Quote Link to post Share on other sites
DeepOmega 5 Posted February 3, 2005 Author Report Share Posted February 3, 2005 (edited) Guess what came today? 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 February 3, 2005 by DeepOmega Quote Link to post Share on other sites
BlackThief 0 Posted February 3, 2005 Report Share Posted February 3, 2005 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. Quote Link to post Share on other sites
Renzatic 12 Posted February 3, 2005 Report Share Posted February 3, 2005 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. Quote Link to post Share on other sites
DeepOmega 5 Posted February 3, 2005 Author Report Share Posted February 3, 2005 Is the PS-generated map lying around anywhere? Would be good if I could take a look at it. Quote Link to post Share on other sites
BlackThief 0 Posted February 3, 2005 Report Share Posted February 3, 2005 it's on CVS and maybe still on the ftp. Quote Link to post Share on other sites
DeepOmega 5 Posted February 3, 2005 Author Report Share Posted February 3, 2005 Best of both worlds, my friends. Quote Link to post Share on other sites
DeepOmega 5 Posted February 9, 2005 Author Report Share Posted February 9, 2005 New texture - city_door01 Where do you want the actual tga? I can put it on CVS or FTP. Quote Link to post Share on other sites
Renzatic 12 Posted February 9, 2005 Report Share Posted February 9, 2005 Whoa, swanky. Upload it to the FTP and put em in their own folder for easy grabbing...call it DeepOnormals or something like that. Oh yeah, I'm about to be hitting you up for some Max 7 help here soon, so prepare yourself. Quote Link to post Share on other sites
Dram 123 Posted February 9, 2005 Report Share Posted February 9, 2005 Just out of interest, how would i go about creating normal maps? Quote Link to post Share on other sites
Renzatic 12 Posted February 9, 2005 Report Share Posted February 9, 2005 You can do em in photoshop by hand, but the results are usually less than perfect in my opinion. The best way to do it would be to make a model in Max or Lightwave and export the normal from there. Quote Link to post Share on other sites
Dram 123 Posted February 9, 2005 Report Share Posted February 9, 2005 (edited) Ahh, thanks Renz. Also, what about modeling Joking off course Edited February 9, 2005 by Dram Quote Link to post Share on other sites
DeepOmega 5 Posted February 9, 2005 Author Report Share Posted February 9, 2005 It's on FTP, under /TheDarkMod/Textures/DeepO_Normals/ I also put the window model there (will post in the right thread for that, as well). Enjoy. Quote Link to post Share on other sites
pakmannen 1 Posted February 9, 2005 Report Share Posted February 9, 2005 Cool normals. Good work! Quote Link to post Share on other sites
alan9000 0 Posted March 8, 2005 Report Share Posted March 8, 2005 Deep omega... how did you do the normal map for the city door?? I undersand the process of creating Nmaps on models using two differant res meshes but how did you generate all that wood detail on the city door ?? Quote Link to post Share on other sites
oDDity 3 Posted March 9, 2005 Report Share Posted March 9, 2005 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. Quote Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest. - Emil Zola character models site Link to post Share on other sites
DeepOmega 5 Posted March 9, 2005 Author Report Share Posted March 9, 2005 Oddity's right - I just used the normals we'd already generated in photoshop. They're really not that good, nor are they that accurate - but they add slight perturbations that match the texture, which is usually all you need for nice effects. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.