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Seamless normal map modeling, any tips?

  • R_Yell
  • October 10, 2006 at 1:28 PM
  • R_Yell
    • October 10, 2006 at 1:28 PM
    • #1

    I was wondering how I could model complex and seamless normal maps in an efficient way. Which app to use? I'm XSI user, there is a better suited app for such task? I made some seamless normal maps in XSI, but they were quite simple at the edges, not a big problem to make them seamless.

    Regarding the approach, these normal maps are going to be coupled with world textures, so maybe it's a good idea to start with geometry generated from a height map (but not necessary in all cases). Once modeling is done, the hard part (at least for me) is to make it non tilable. I suppose it should be done like PS offset filter, just cutting the mesh into 4 parts and each piece is rotated 180º. Am I right or is there a better method?

  • kleinluka
    • October 10, 2006 at 8:24 PM
    • #2

    Z-Brush

    http://www.pixologic.com/zbrush/

  • Nysuatro
    • October 10, 2006 at 9:19 PM
    • #3

    I hope you dont mind if i post here,

    but do somebody knows some specific tutorials for creating normap maps for world textures in zbrush ?

  • R_Yell
    • October 10, 2006 at 10:14 PM
    • #4

    Ah Z-Brush, I heard about it. Finally I'll need to learn to use it. I also need some tutorial.

  • KoKo5oVaR
    • October 10, 2006 at 10:26 PM
    • #5

    or mudbox, when it's out

  • Vinny Testaverde
    • October 10, 2006 at 10:31 PM
    • #6

    with zbrush you just make whatever the hell you want, off either a model or a plane and generate a normal map into those uvs of that model or plane

    but I would get the plugin zmapper and use that instead of zbrush's defualt normal map generator

  • PhilipK
    • October 11, 2006 at 7:10 PM
    • #7

    To come to the actual tiling.

    If using zbrush obviously your result will never tile superb, but just use the clone tool then

    There are a lot of tools in zbrush for you to help keeping the geometry as tilable as possible.

    More simple normals like flat planes stuff in max only shouldn't be too hard to get tilable

    If you're not sure how it would look tiled just copy your whole object and put em next to each other a couple of times.

  • atrocity
    • November 2, 2006 at 3:10 PM
    • #8

    I learned all of my Normal Mapping tricks from Ben Mathis a character artist at Neversoft. His website though seems to be a sick joke http://www.poopinmymouth.com he has all kinds of tutorials teachign various tips and tricks. I know you are thinking thats pretty sick, but in all honesty it's his real website.

  • Nysuatro
    • November 2, 2006 at 3:39 PM
    • #9

    Maybe he had a bad experience ^^

    But yeah, its a great site

  • atrocity
    • November 2, 2006 at 3:41 PM
    • #10
    Quote from Nysuatro

    Maybe he had a bad experience ^^But yeah, its a great side

    HaHa lol

  • R_Yell
    • November 2, 2006 at 4:06 PM
    • #11

    Hey, nice tutorials, directly to favorites.

    I haven't started yet with zbrush, took a look and seems very effective for the kind of normal map I'd like to try. It's like PS, first paint middle and then offset and work on edges, quite simple. I'll try to paint some rock walls once I'm done with el paso map.

    BTW, this is a conventional modeled normal map, the base texture is the same on both cases.

    [Blocked Image: http://img105.imagevenue.com/loc536/th_82258_elpaso_b30007_122_536lo.jpg]

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