black= 0, 0,0
white= 255,255,255
black= 0, 0,0
white= 255,255,255
The nvidia tools disregard gradients completely. Try making a 256² texture that is simply a black/white gradient and converting that into a normal map. It simpyl outputs as flat blue.
Wish Ati would make a tool that is more easy to use in Photoshop.
But honestly, if you create a few basic modelds for shapes you use a lot in textures you can create a folder with these normal maps and re-use them for a lot of stuff with only minor tweaking.
And it's always fast to make a quick model and render that into a normal map. At least for basic stuff like that monitor screen.
BTW @ TERM
How come your grayscale map is inverted but the normal map is not? It's supposed to be WHITE=UP, BLACK=DOWN
Nutella gibbets hier auch ![]()
Thats a nice normal, see you added the nice concave crap that i didnt bother doing. For some reason the nvidia plugin doesnt do gradients, I'll have to check out the Ati plugin.
good work, looks nice.
Just did a quick normal map for that in PS. Normally I'd go in and model the shape of the monitor to be a bit concave and other rounded shapes like the thing in the bottom right but this was just for quick show that its possible to do most of that stuff in PS very quickly.
Diffuse:
[Blocked Image: http://img170.echo.cx/img170/9543/normalmaptestd9kb.jpg]
Grayscale for Normal conversion:
[Blocked Image: http://img184.echo.cx/img184/2742/normalmaptestg9vd.jpg]
Normalmap:
[Blocked Image: http://img184.echo.cx/img184/2363/normalmaptestn4fg.jpg]
Looks good for being 100% handpainted The color is good......but (the big but) I'm not sure if I like it. It looks very rough and greasy. It's hard to read. The shadows dont give it much depth because they are very soft and loosely placed which results in the bricks looking blurred without a clear shape. Also you seem to have used pure black for doing the shading which makes it look a bit muck.
Good start tho. You should post more here ![]()
@Peri:
pretty kool, even if it DOES look like cork. You need more fancy nancy twirls on the green to really give it more of an arab look. They like putting colorful painted trims and stuff on their buildings.
Something like this maybe, only not quite as crazy:
[Blocked Image: http://www.lmlweb.com/dubai/images/oldsouk_building3.jpg]
Quote from HourencesThe textures are not blurry, 1024 res texturesNone of the things you said can make a surface look like that besides higher res textures but for that youd need a 8192 texture and thats impossible
Unreal engine 3 and gears of wars in particullary support it heavily, theres a reason for that
Afaik it even uses normal mapped detail textures, so a second smaller scaled normal map just for detail texturing
They are blurry. And dont look like 1024s but more like 256.
Gears of War doesnt use normal mapped detail textures. You can manually alter the tiling rate of each map though. So that includes normal maps.
In the end, detail texture is just a layered semi transparent texture that tiles more than the underlaying texture. Of course it will make it look less blurry. Because the whole point of it is to give that impression by overlayed a texture that tiles a lot. I find detail textures always make a surface material very unrecognizable. Good use of normal and specular can give a surface a way more defined look and I'll take that any day over detail textures. In the end it all comes down to what you do with the pixels that are available to you. If you have a 1024x1024 texture that doesn't mean it looks sharp unless YOU PAINT IT SHARP and use every pixel in the texture with thought.
Meh. lunch time now. klein hungry.
Took these about 1-2 years ago... some of them are a bit photoshopped to tweak the colors cause my camera sucks however about half of them are originals just the way i took them. hope you like. my personal favorite is the last one.
[Blocked Image: http://kleinluka.morphew.de/misc/pic01.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic02.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic03.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic04.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic05.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic06.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic07.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic08.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic08b.jpg]
[Blocked Image: http://kleinluka.morphew.de/misc/pic09.jpg]
me = free .net domain and free webspace.
ha.
ha.
ha.
ha.
ha.
ha.
ha.
ha.
ha.
ha.
/me looks at Splinter Cell icon on desktop ![]()
only thing i dont get is why are you looking for a low skilled static modeler? wouldnt you want to have as many skilled people on the team as possible?
PS: Hi karim =)
I wouldnt wanna play as a heroic solder of like kirgisistan or something like that... ![]()
yup, absolutely love the 2nd picture.
poor jerry though.
I heard a story from a former EA employee who was working on James Bond and they got Pierce Brosnan in to do voice acting on site (being paid around $2 million dollars for 2 hours of work) and he wouldn't even say "hi" but simply say "lets get this over with already" when some dev members asked how he was doing... pretty sad.
As for the overtime stuff in the games industry-..its getting old. Most companies have good benefit and bonus packages to make up for no overtime pay.
Quick D3, tell your friends!
the compression is pretty bad so its hard to tell. post your texture flats here.
detail textures are useless in the age of diffuse,specular,normal maps and shaders. move along people. theres nothing to see here.