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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Minos
    • November 1, 2006 at 10:08 PM
    • #1,561
    Quote from TeddyBear

    I'd love to see how you pull the finalized in-game look off. Are there any additional material maps (normal, specular) not seen in the fullbright editor shot? Anyways, nice realistic composition and blend of the colours chosen

    Yeah I made specular maps for most of the textures and normal maps for a few ones Will get ingame shots asap.

  • BaRRaKID
    • November 2, 2006 at 11:59 AM
    • #1,562

    "corrupto filho da puta" hahahahaha...

  • Minos
    • November 2, 2006 at 3:02 PM
    • #1,563

    That's our president

    Barrakid, are you the guy from Portugal ?

  • BaRRaKID
    • November 2, 2006 at 6:23 PM
    • #1,564

    hmm yeah, or else i wouldn't find that funny

  • TeddyBear
    • November 3, 2006 at 5:53 PM
    • #1,565

    A very unfinished normal map I'm currently working on:

    [Blocked Image: http://img128.imageshack.us/img128/6015/zheadnv2.jpg]

  • TeddyBear
    • November 5, 2006 at 11:22 PM
    • #1,566

    And some early sketches of the skin diffuse to go along:

    [Blocked Image: http://img238.imageshack.us/img238/4043/zdiffuse4hv8.jpg]

  • st0lve
    • November 6, 2006 at 8:45 AM
    • #1,567

    EVIL ZOMBIE!!!1

  • ifO
    • November 6, 2006 at 11:50 AM
    • #1,568

    I wish you'd let us in on your normal map techique TeddyBear. Is it something you developed for a University project maybe? Or are you in the industry?

    Oh and I have flatmates from Gothenburg, and they are ace

  • TeddyBear
    • November 6, 2006 at 12:06 PM
    • #1,569

    st0lve: Soon... right now he's just the average brutalized Joe (with wireframe for blood, but still I'll add the fun stuff today...).

    ifO: It's something I do on my free time but I consult professors for guidance now and then. Ryan Clark has a method that produces pretty similar results, try google him. Mine are more accurate though ^^

    I think the industry inspired me to develop this because of its lack of similar method appliances (the method is even simpler and faster than modelling the normal/height information and produces real-world results). I have a ten page thesis/guide that I will publish pretty soon (I hope, it depends on many things).

  • TeddyBear
    • November 7, 2006 at 7:21 PM
    • #1,570

    Today and yesterday I came up with the idea for and wrote two actions for photoshop that both generate normal information (I want to avoid using external filters for user simplicity purposes). The first, most complex action generates a normal map from light information. The second action generates normal information from height maps.

    Result for the first action (light to normal):

    [Blocked Image: http://img294.imageshack.us/img294/1539/light2normalv1ms0.jpg]

    Here's the second action (height to normal). These are very fresh pictures of the very first version. This is for generating better results than, say the nVidia normal map filter but I'm not quite there yet (still playing around).

    Height information:

    [Blocked Image: http://www.ultimategameprogramming.com/screenshots/Gl_BruteForcebg.jpg]

    The action:

    [Blocked Image: http://img520.imageshack.us/img520/4556/height2normalv1sh7.jpg]

    nVidia filter:

    [Blocked Image: http://img359.imageshack.us/img359/2082/height2normalnvidiacompqg0.jpg]

  • st0lve
    • November 7, 2006 at 10:23 PM
    • #1,571

    You are a machine.

  • TeddyBear
    • November 8, 2006 at 8:57 PM
    • #1,572

    An update on that diffuse:

    [Blocked Image: http://img108.imageshack.us/img108/3279/zdiffuse9lx0.jpg]

    Time for zombiefyin'

  • TeddyBear
    • November 8, 2006 at 9:56 PM
    • #1,573

    With normal map:

    [Blocked Image: http://img389.imageshack.us/img389/3771/zombie1wq2.jpg]

    Now I will normal map the flesh and add a specular map for gory goodness Oh, don't mind the eyes, they are just temporary.

  • hessi
    • November 8, 2006 at 11:40 PM
    • #1,574

    that looks scary! really good work there teddy!

  • Squirrelly
    • November 9, 2006 at 3:29 AM
    • #1,575

    Check your PM Teddy.

  • teeluu
    • November 9, 2006 at 11:17 AM
    • #1,576

    Hah, scary shit. Great work.

  • Xanthi
    • November 9, 2006 at 11:49 AM
    • #1,577

    awesome work

  • D3ads
    • November 9, 2006 at 2:58 PM
    • #1,578

    Lovely.. if you can call jawless zombies lovely that is

  • Defrag
    • November 10, 2006 at 3:48 PM
    • #1,579

    Hah, that's goddamn sick. Love it.

  • nooba
    • November 11, 2006 at 5:26 AM
    • #1,580

    [Blocked Image: http://img297.imageshack.us/img297/1258/concretewall05copyfe9.jpg]

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