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Normalmap Problem


Springheel

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Take a look at glee's screenshot:

 

shot000154yf.jpg

 

Clearly the normal is reversed for the wooden floor texture. Anyone recognize which one it is?

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A heightmap would look better on wood becasue the details are too fine for a normal map. It makes everything look 'fat' like it's plaster moulded into woodgrain. The normal map would be fine for the main lines between the boards, but the heightmap would do just as well for that too.

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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I didn't even know there was a difference. How do you make a heightmap as opposed to a normalmap?

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I didn't even know there was a difference. How do you make a heightmap as opposed to a normalmap?

Yes, just greysacle the image and adjust the levels till you're happey. It brings out the fine details in the woodgrain much better than a normal map, plus there's no ambiguirty as to which way it'll be facing in the game. Blacker -= deeper, and lighter =- higher.

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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I know that, but using a height map for the fine details in textures and then usually blending them with the geometry normal map is what they were included for.

The results look far better.

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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Hmm, I see. The cracks look sharper in oDDity's, but in the normal map one, they look nice and round.

 

Spring, if you're interested, a height map only stores "height" information, where the closer to white the pixel is, the higher it is.

 

A normal map only stores "normal" information, that is, the angle that the pixel is facing in. The RGB values are abused to store angle info, which is why normal maps are predomanantly blue (facing up) and impossible to edit by hand - they are meant to be generated by the computer from a high poly 3D model.

But I saw a technique for making normal maps by taking 4 different photos of the same thing something with the light from different sides each time and blending them together somehow.

Edited by Domarius
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Hmm, I see. The cracks look sharper in oDDity's, but in the normal map one, they look nice and round.

YOu say that as if it's a good thing. Wood grain doens not look 'nice and round' like it's been molded from clay, it looks sharp- ever get a splinter?

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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Which one would be better to use for a sanded and waxed floor? Just brainstorming to see if normalmaps should ever be used for wood.

 

You wouldn't want to give the appearance on a hardwood mansion floor that you'll get splinters if you go barefoot.

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A smooth suface like sanded or varnished wood doesn't even need a grain bump, just a normal map consisting of lines where the spaces between the planks are. The texture effect for the varnished wood would be achieved with spec aps alone.

IN that cube above, the spaces between the planks are a normal map, and the wood grain is a heightmap.

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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I think there's some random shit being talked up here:

 

a normalmap is a normalmap. However it's generated, they're both at the same resolution, and therefore capable of holding the SAME amount of detail.

 

This is about the method of generating the normalmap; by painting fine details on a heightmap you can get more control than running an image through the 2D filter. But by far the best way would be to accurately model the wood in Lightwave and use renderbumpflat; this saves on loading time because D3 has to generate normals from heightmaps at runtime otherwise, instead of just loading them.

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Get a clue please.

Using the heightmap method is beter than modeling it in lightwave becasue it's at least a million times faster, if you're talking about modeling every single detail of the wood grain.

ON the ther hand, you could just the greyscale image of the wood as a displacment map on a basic planks model and export the displaced model from layout and then just renderbump. That would also be a waste of time, since you would see virtually no difference from just using the greysacle image directly as a heightmap.

All I have to say is look at my texturing results, I know what I'm doing.

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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