st0lve Posted November 20, 2006 Report Posted November 20, 2006 Or just outsource normal mapped godness! Quote
Skjalg Posted November 21, 2006 Report Posted November 21, 2006 he should be a celeb, and this should be on the cover of the game: "Featuring PHILLIPK's incredible textures!" Quote
dissonance Posted November 21, 2006 Report Posted November 21, 2006 he should be a celeb, and this should be on the cover of the game: "Featuring PHILLIPK's incredible textures!"i'd buy something that said that. Quote
TeddyBear Posted November 21, 2006 Report Posted November 21, 2006 Thanks alot guys Now with diffuse! And animated! http://media.putfile.com/Fabian Original res 2048^2. The diffuse is pale because it's in the process of being zombiefied Quote
Evert Posted November 21, 2006 Report Posted November 21, 2006 You rock teddy, that looks great. Quote
PhilipK Posted November 21, 2006 Report Posted November 21, 2006 indeed teddy, that's some hot shit Quote
Sa74n Posted November 21, 2006 Report Posted November 21, 2006 yup, teddy. that is incredible! doesnt even look like a render! Quote
PS_Mouse Posted November 21, 2006 Report Posted November 21, 2006 While that is goddamn awesome, I understand the technique you used to generate that normal map uses a video camera. Where would that leave you when you're generating the normals for an object or creature that isn't real? Would you use clay models, or an entirely separate technique? Quote
Zacker Posted November 21, 2006 Report Posted November 21, 2006 If I understand correctly Teddybear, then that head model and texture maps are all done by a script?! If so, GIEF! Quote
Nysuatro Posted November 21, 2006 Report Posted November 21, 2006 Its getting better and better ^^ Quote
TeddyBear Posted November 22, 2006 Report Posted November 22, 2006 Thank you all very much! (I'm finally able to answer, mapcore's been down for me all day) While that is goddamn awesome, I understand the technique you used to generate that normal map uses a video camera. Where would that leave you when you're generating the normals for an object or creature that isn't real? Would you use clay models, or an entirely separate technique? Well this is where things become interesting; this is where the creative side comes through. As replicating reality tends to be mechanical, creating concept models allows for interesting ideas and associations. Then I usually think about objects that I can combine and use for the construction of my unreal object. When I've gathered all normal information it's all about photoshop manipulation which is a challenging and fun task. Clay modelling is an alternative but then you will get unrealistic texture structure. If I understand correctly Teddybear, then that head model and texture maps are all done by a script?! If so, GIEF! Well, besides from the photoshoot which is far from scripted (), yes, it is. In fact, I thought maybe you guys would be interested in this: Me and a friend of mine have been developing an algoritm (since the lunch break yesterday) which loads a heightmap and analyzes its volume and structure. From that analysis it is able to construct a perfectly symmetrical edge looped model with a polygonal budget specified by the user. We were thinking about selling the idea to whomever was interested. Combined with the height map scan method you can easily instansiate real world objects as computer graphical models. Combined with the normal mapping technique you have a precise replica of the real world object. Quote
Zacker Posted November 24, 2006 Report Posted November 24, 2006 Such techniques exist today, but are usually rather expensive. Especially the equipment needed costs a lot as far as I know. So if you can make it cheap, then you got good odds:) Quote
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