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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • PhilipK
    • November 21, 2006 at 10:14 AM
    • #1,641

    indeed teddy, that's some hot shit

  • Sa74n
    • November 21, 2006 at 10:41 AM
    • #1,642

    yup, teddy. that is incredible! doesnt even look like a render!

  • ReFlex
    • November 21, 2006 at 12:03 PM
    • #1,643

    Eeek, thats realy cool.

  • PS_Mouse
    • November 21, 2006 at 1:16 PM
    • #1,644

    While that is goddamn awesome, I understand the technique you used to generate that normal map uses a video camera. Where would that leave you when you're generating the normals for an object or creature that isn't real? Would you use clay models, or an entirely separate technique?

  • Zacker
    • November 21, 2006 at 2:15 PM
    • #1,645

    If I understand correctly Teddybear, then that head model and texture maps are all done by a script?! If so, GIEF!

  • D3ads
    • November 21, 2006 at 6:04 PM
    • #1,646

    Holy shit, awesome stuff guys

  • Nysuatro
    • November 21, 2006 at 6:52 PM
    • #1,647

    Its getting better and better ^^

  • Defrag
    • November 21, 2006 at 7:08 PM
    • #1,648

    Goddamn that is amazing, Teddy

  • TeddyBear
    • November 22, 2006 at 12:09 AM
    • #1,649

    Thank you all very much! (I'm finally able to answer, mapcore's been down for me all day)

    Quote from PS_Mouse

    While that is goddamn awesome, I understand the technique you used to generate that normal map uses a video camera. Where would that leave you when you're generating the normals for an object or creature that isn't real? Would you use clay models, or an entirely separate technique?

    Well this is where things become interesting; this is where the creative side comes through. As replicating reality tends to be mechanical, creating concept models allows for interesting ideas and associations. Then I usually think about objects that I can combine and use for the construction of my unreal object. When I've gathered all normal information it's all about photoshop manipulation which is a challenging and fun task. Clay modelling is an alternative but then you will get unrealistic texture structure.

    Quote from Zacker

    If I understand correctly Teddybear, then that head model and texture maps are all done by a script?! If so, GIEF!

    Well, besides from the photoshoot which is far from scripted (), yes, it is.

    In fact, I thought maybe you guys would be interested in this:

    Me and a friend of mine have been developing an algoritm (since the lunch break yesterday) which loads a heightmap and analyzes its volume and structure. From that analysis it is able to construct a perfectly symmetrical edge looped model with a polygonal budget specified by the user.

    We were thinking about selling the idea to whomever was interested. Combined with the height map scan method you can easily instansiate real world objects as computer graphical models. Combined with the normal mapping technique you have a precise replica of the real world object.

  • Zacker
    • November 24, 2006 at 2:29 PM
    • #1,650

    Such techniques exist today, but are usually rather expensive. Especially the equipment needed costs a lot as far as I know. So if you can make it cheap, then you got good odds:)

  • jaboo224
    • November 24, 2006 at 2:32 PM
    • #1,651

    yeah looks sorta like some of the techniques of http://www.debevec.org/ ...

    not completely sure, but still is amazing

  • TeddyBear
    • November 24, 2006 at 5:25 PM
    • #1,652

    Thanks

    Ah... yes, the results are quite alike. However, the methods differ alot. For instance, Debevec makes use of equipment worth great sums of money and big studios, my method makes use of a cheap digital camera and nothing more. Also, I'm quite excited about the new addition. It is a program that reads any displacement/height/bump/whatever-you-want-to-call-it map and calculates a well structured model of it.

    This can of course be applied to more than photographically generated displacement maps. With this tool you can for example simply paint structures that are complex to model and then convert the texture information to a model with a highly tailor-made structure.

  • michi.be
    • November 25, 2006 at 2:37 PM
    • #1,653

    philippK how do you render such pictures in the viewport? are theese shots from the 3dsmax viewport using a dx9 shader? ( http://philipk.net/other/rockymountains.jpg )

  • jaboo224
    • November 26, 2006 at 4:40 AM
    • #1,654

    [Blocked Image: http://img206.imageshack.us/img206/2299/wallcolorchangeii8.jpg]

  • D3ads
    • November 26, 2006 at 12:25 PM
    • #1,655

    Not bad, but there's a little repetition there that's obvious which kills the illusion of having a seamless surface.

  • jaboo224
    • November 26, 2006 at 6:00 PM
    • #1,656

    ehh its for a short wall and isnt going to be tiled too much, maybe twice, three times at most..

  • Skjalg
    • November 27, 2006 at 2:16 AM
    • #1,657
    Quote from jaboo224

    ehh its for a short wall and isnt going to be tiled too much, maybe twice, three times at most..

    Doesn't matter, what he means is that your texture has repeating parts, which is a waste.

  • jaboo224
    • November 27, 2006 at 5:54 AM
    • #1,658

    hmmm now i get his point, i dont think the texture is completely lost, i will try to get rid of those cloned spots. seems to be mainly located in the center and a tiny bit to the left. its still a wip so i can salvage it so dont call it a waste

  • D3ads
    • November 27, 2006 at 9:52 PM
    • #1,659

    It seems a bit pointless making it that long too, 512 is fair enough but 1024's too much unless you completely get rid of all repetition

  • TeddyBear
    • November 27, 2006 at 11:41 PM
    • #1,660

    A half days work so far, no normal map for this one but I think it can stand on its own two legs.

    [Blocked Image: http://img381.imageshack.us/img381/8003/head043vq9.jpg]

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