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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • D3ads
    • April 19, 2006 at 8:02 PM
    • #1,001

    How do you make normals in photoshop? I thought you had to model the base first...

  • spacer
    • April 19, 2006 at 9:43 PM
    • #1,002

    http://www.quake3bits.com/htm/tutorials ... images.htm

    You just draw a heightmap in photoshop, then put that through the nvidia normal map filter.

  • D3ads
    • April 20, 2006 at 2:17 PM
    • #1,003

    Ahhh dude that's brilliant, cheers for that

    Does this work for models too?

  • spacer
    • April 22, 2006 at 8:10 PM
    • #1,004

    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.

  • PhilipK
    • April 22, 2006 at 8:16 PM
    • #1,005

    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?

  • ReNo
    • April 22, 2006 at 8:29 PM
    • #1,006

    Not too keen on that steel blue stuff - doesn't sit right with the darker stuff in my opinion.

  • spacer
    • April 22, 2006 at 8:46 PM
    • #1,007

    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.

  • Minos
    • April 22, 2006 at 9:19 PM
    • #1,008

    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.

  • Polaris
    • April 23, 2006 at 2:25 AM
    • #1,009

    I think it would be cool if it was some kind of liquid tho.

  • Squirrelly
    • April 23, 2006 at 3:13 AM
    • #1,010

    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.

    http://img149.imageshack.us/img149/3586 ... der9kz.jpg

  • von*ferret
    • April 23, 2006 at 3:45 AM
    • #1,011

    That looks like a ton of geometry to just bake onto a single plane =/

  • Minos
    • April 23, 2006 at 3:54 AM
    • #1,012

    yeah but it still looks fine

  • von*ferret
    • April 23, 2006 at 3:57 AM
    • #1,013

    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 =(

  • Polaris
    • April 23, 2006 at 3:57 AM
    • #1,014

    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.

  • Polaris
    • April 23, 2006 at 3:59 AM
    • #1,015
    Quote from von*ferret

    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 =(

    Well, he can still carve it up and use each bit as a seperate texture.

  • Squirrelly
    • April 23, 2006 at 4:11 AM
    • #1,016

  • Polaris
    • April 23, 2006 at 5:06 AM
    • #1,017
    Quote from SinisterSquirrel

    Now look what youv'e gone and done ferret.

  • von*ferret
    • April 23, 2006 at 5:27 AM
    • #1,018

    Its f'ing sweet quality. I dont know about the application. Nothing personal! I love you SinisterSquirrel!

  • Squirrelly
    • April 23, 2006 at 6:02 AM
    • #1,019

    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.

  • kleinluka
    • April 23, 2006 at 7:55 AM
    • #1,020
    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*ferret

    from 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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