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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • The Horse Strangler
    • January 11, 2009 at 9:13 AM
    • #2,561

    Been playing around with SSbump creation, a new method of Normal mapping for the Source engine. You can read about it here actually: http://%7boption%7d

    [Blocked Image: http://farm4.static.flickr.com/3463/3185488333_f0bba9c7b3_o.jpg]

  • -HP-
    • January 12, 2009 at 5:03 PM
    • #2,562

    Nice, MrTwoVideoCards!

    mind explaining us what this technique is about? And what difers it from the "default" normal map? (Tangent space?)

    I know you linked the .PDF, but still...

  • Meotwister
    • January 12, 2009 at 5:21 PM
    • #2,563

    From what I got by skimming it for a few seconds, it's normal mapping with self shadowing information on it. Cool that it costs no more texture memory or anything. Definitely gets an interesting effect.

  • Punky
    • January 12, 2009 at 6:16 PM
    • #2,564

    And if I'm correct Left4Dead also uses SSbump maps.

  • Sentura
    • January 12, 2009 at 7:00 PM
    • #2,565
    Quote

    ":3mmx3tu2]Nice, MrTwoVideoCards! mind explaining us what this technique is about? And what difers it from the "default" normal map? (Tangent space?)

    I know you linked the .PDF, but still...

    oh come on, it says it all in the pdf. it's even elaborated so that regular people can understand it.

  • -HP-
    • January 12, 2009 at 9:27 PM
    • #2,566

    yeah, I gave it a read through now. I guess I got spooked at first when I saw those mathematical expressions!

  • e-freak
    • January 12, 2009 at 11:00 PM
    • #2,567

    isn't it most basically a different blue-channel which doesn't hold any height information but an directional (up-down) ambient occlusion render of the surface? at least that's what I worked out from the pdf and the tf2 textures

  • The Horse Strangler
    • January 17, 2009 at 1:16 AM
    • #2,568

    A better example, with Jitter calculations, meaning it adds dirt effect to the ssbump. This is the ssbump example straight from the PDF, but generated with a different Tool.

    As far as I know, Valve may release theirs sometime this Year, or next . But theirs is tons better.

    [Blocked Image: http://farm4.static.flickr.com/3116/3202865018_2f46f140fd_o.jpg]

  • Jenn0_Bing
    • January 17, 2009 at 1:26 PM
    • #2,569

    How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before.

  • The Horse Strangler
    • January 17, 2009 at 6:03 PM
    • #2,570
    Quote from Jenn0_Bing

    How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before.

    In due time, hopefully once I get the method down to a simple version, I can write up a tutorial.

  • Nurb
    • February 9, 2009 at 1:33 PM
    • #2,571

    A couple of modelled textures for an UT3 project. Crits are welcome.

    [Blocked Image: http://www.claeng.com/portfolio/texture_brickwall1.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/texture_cobblestone1.jpg]

  • -HP-
    • February 9, 2009 at 3:09 PM
    • #2,572

    Oh wow dude, those are absolutely awesome!

    Are those ingame screenshots?

    Can you explain the worflow to achieve this kind of results?

  • Nurb
    • February 9, 2009 at 3:51 PM
    • #2,573
    Quote

    ":8cdgx4bl]Oh wow dude, those are absolutely awesome!Are those ingame screenshots?

    Can you explain the worflow to achieve this kind of results?

    Thanks No, they are renders from Maya.

    On the workflow, basically i just lay out som low poly stuff in Maya then model it into high poly stuff in Mudbox. Then I take the highpoly stuff back into Maya and project as much info I need about the stuff (normals, ao, color etc) onto a plane. Then I take those images into photoshop and make them tile (cause they usually dont tile 100% when I get them from mudbox) and after that it's pretty much just making a diffuse and specular+gloss+whatever as always.

  • PhilipK
    • February 9, 2009 at 4:58 PM
    • #2,574

    really nice nurb! especially like the ground one

  • rockdude86
    • February 9, 2009 at 6:24 PM
    • #2,575

    trying to create higher res versions of philipk's textures that i use for my map:

    original:

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/AA3_Templebrick1A.jpg]

    my version:

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/hybrd_brickwallx01.jpg]

    c&c are very much welcome

  • Nurb
    • February 9, 2009 at 8:39 PM
    • #2,576
    Quote from PhilipK

    really nice nurb! especially like the ground one

    Thanks

    rockdude86 You are much better off reworking that from scratch in the higher resolution. The original underneeth has just gotten blurry and the photomaterial you put on there only added grain and noise.

  • PhilipK
    • February 14, 2009 at 10:38 AM
    • #2,577

    Made a quick one of that for you rockdude86 if you wanna use. Sadly I didn't have any wacom tho so... :S

    [Blocked Image: http://philipk.net/other/AA3_Templebrick1A.jpg]

    http://philipk.net/other/AA3_Templebrick1A.zip

  • Nurb
    • February 14, 2009 at 12:12 PM
    • #2,578

    That looks awesome

  • Meotwister
    • February 15, 2009 at 1:38 AM
    • #2,579

    PhilipK knows his textures.. awesomely.

  • Buddy
    • February 15, 2009 at 9:09 PM
    • #2,580

    Looks cool Phil, but what is it exactly?

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