2008.06.18, 02:14 PM
2008.06.18, 02:53 PM
Should be some kind of intensity setting. 1st pic is too light, but the second pic is too dark, and it also has some artifacts in it.
2008.06.18, 06:05 PM
I'll get this and specular right soon, I want to get everything as good as possible for when I put out the mesh version.
That said, I'm worried about one thing -- all this work is supported by testing with high-end professional texture which, obviously, I can't use. I'm going to need to find a way to get the same kind of textures for the demo. I like the demo, we've all seen it so it's kind of boring but I'll fix it up with the meshes -- but without good textures it's going to all be a waste
[>] Brian
That said, I'm worried about one thing -- all this work is supported by testing with high-end professional texture which, obviously, I can't use. I'm going to need to find a way to get the same kind of textures for the demo. I like the demo, we've all seen it so it's kind of boring but I'll fix it up with the meshes -- but without good textures it's going to all be a waste

[>] Brian
2008.06.18, 10:23 PM
2008.06.19, 12:13 AM
Hey Brian, I threw together a quick example. Is this good enough for you to use instead of the doom tex's? These two pictures are wings renders with/without a normal map on them. Notice how much awesomer the normal mapped one looks. Wasn't sure if you wanted good in-game tex's or ones to use to mess around with normal mapping.
http://img209.imageshack.us/img209/8012/...malwa4.png
http://img205.imageshack.us/img205/5858/...maltj8.png
This was very simple to make. All I did was model one surface then bake the normal map and then the ambient occlusion of a textureless surface. it came out nice. Now I could go in photoshop and make it looks like a real texture...
http://img159.imageshack.us/img159/1792/texturedvy1.png
http://img209.imageshack.us/img209/8012/...malwa4.png
http://img205.imageshack.us/img205/5858/...maltj8.png
This was very simple to make. All I did was model one surface then bake the normal map and then the ambient occlusion of a textureless surface. it came out nice. Now I could go in photoshop and make it looks like a real texture...
http://img159.imageshack.us/img159/1792/texturedvy1.png
2008.06.19, 05:49 AM
http://www.poopinmymouth.com/tutorial/no...rkflow.htm
Interesting link.
I think I'll buy 3d studio max.
Interesting link.
I think I'll buy 3d studio max.
2008.06.19, 08:43 AM
The creators of Doom 3 made high poly models of walls/floors/ceilings and other things, and baked the normals onto flat sections for the textures. If you want a similar look, you're going to have to do that, can't just use 1 texture for the color and normal maps.
2008.06.19, 01:49 PM
That's what I did up there, Alex.
2008.06.19, 07:41 PM
teh1ghool Wrote:Hey Brian, I threw together a quick example. Is this good enough for you to use instead of the doom tex's? These two pictures are wings renders with/without a normal map on them. Notice how much awesomer the normal mapped one looks. Wasn't sure if you wanted good in-game tex's or ones to use to mess around with normal mapping.
http://img209.imageshack.us/img209/8012/...malwa4.png
http://img205.imageshack.us/img205/5858/...maltj8.png
This was very simple to make. All I did was model one surface then bake the normal map and then the ambient occlusion of a textureless surface. it came out nice. Now I could go in photoshop and make it looks like a real texture...
http://img159.imageshack.us/img159/1792/texturedvy1.png
Can you add a specular map to that?
[>] Brian
2008.06.19, 08:27 PM
Yeah no problem. Here's with/without normal+spec. You can tell which one has none of them and which has both. Note Blender wouldn't bake the pipes right so I added them in PS and the normal/spec maps darken them and make them look weird because they are not baked into the normal/spec.
http://img440.imageshack.us/img440/4973/...maltv9.png
http://img262.imageshack.us/img262/5348/...malms8.png
http://img440.imageshack.us/img440/4973/...maltv9.png
http://img262.imageshack.us/img262/5348/...malms8.png