How do you make normals in photoshop? I thought you had to model the base first...
totally random texture thread
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http://www.quake3bits.com/htm/tutorials ... images.htm
You just draw a heightmap in photoshop, then put that through the nvidia normal map filter.
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Ahhh dude that's brilliant, cheers for that

Does this work for models too?
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I'm sure it does, except you'll have to watch out for seams a lot more.
Also:
[Blocked Image: http://another-world.org.uk/spacer/ID/map20019.jpg]
I think I'm really nearly finished with this texture set now.
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Awesome spacer

Only thing Id have is to perhaps bring out some more "cream" from the screens. But perhaps you want them like that.
Suppose you are using a illumination map for it now tho?
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Not too keen on that steel blue stuff - doesn't sit right with the darker stuff in my opinion.
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Reno: Which steel blue stuff? The stuff in the ceiling? That's like.. a scrolling computer texture, like the stuff in the pipes.
PhillipK: "Cream" from the screens? How do you mean? Also I'm not using an illumination map, I'm just applying the screens as unlit decals on black monitors, so people can make "off" screens without using too much extra texture space.
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Yeah I'm with reno on this one. He's talking about that thin scrolling texture... it really does look out of place. Looks neat other than that.
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I think it would be cool if it was some kind of liquid tho.
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Normal map + specular map render in max, and shitty at that. I don't really know shit about Max... Personally, I don't like it... needs more dirt, but oh well.
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That looks like a ton of geometry to just bake onto a single plane =/
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yeah but it still looks fine
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from straight on. From the side you'd notice the problems. Its a good texture in quality but I dont see its applications being succesful =(
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It does look fine, except for the those tanks wich really out to be models.
But then again I guess that depends on what this is for.
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Quote from SinisterSquirrel

Now look what youv'e gone and done ferret.

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Its f'ing sweet quality. I dont know about the application. Nothing personal! I love you SinisterSquirrel!
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What exactly do you mean, ferret? As in, the normal map sucks, or it just wouldn't fit in anywhere? I should also mention it doesn't look good because it was my first render, and hell, it wasn't even rendered. Its a screencapture of the viewport in max, because I honestly have no idea how to render with normal maps and specular maps applied.
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Quote from von*ferret
That looks like a ton of geometry to just bake onto a single plane =/
That's the whole point of normal mapping summed up right there.
Quote from von*ferretfrom straight on. From the side you'd notice the problems.
That is the sad side effect of normal maps. If this is used on a large surface like a wall in a long hallway I don't see using actual geometry for the tanks being very helpful for performance. I think it's just fine the way it is.It would be nice to see an ingame shot of this texture though.
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