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Some Photos From Germany, Autstria And Italy


pakmannen

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TJHat normal map isn't right though. The panels are sticking out when they should be indented.

Everyone doing them should learn to read what direction normals maps are in at a quick glnce, it'll save you time putting them in the game, noticing it, and then have to invert them.

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

- Emil Zola

 

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Actually that looks right to me. With D3's Y-inverted normals, the indents look like protrusions etc.

 

The trouble we had with the Lightwave plugin was that indentations looked like indentations and came out in D3 as protrustions.

 

Trust me.

 

It's correct. And don't give me any of your GOT CHARACTERS INTO DOOM 3D MODELER KNOWS BEST. Just trust me. You can even see it in the plugin 3D view. I know when I am 100% correct.

 

http://wiki.doom3reference.com/wiki/Image:Normal_example.jpg

 

Observe how the grouting between the bricks appears somewhat protruded, like piped icing. Actually, ingame it appears indented as you would expect grouting to be.

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My renderbump normal maps don't look inside out. Things that should be sticking out, are sticking out.

In other words, there is obviously no way to tell by looking at a normal map if it will be correct in Doom or not.

Riviets which should be sticking out -

norm.jpg

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

- Emil Zola

 

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And see this thread. Renz normal mapped this and it looks like the mortar is protruding - and it was, it had to be inverted.

 

http://forums.thedarkmod.com/index.php?showtopic=2137&st=100#

It seems that renderbumpflat makes them look inside out, and renderbump and the nvidia normal mapper makes them look 'normal'.

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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