Sa74n Posted October 31, 2008 Report Posted October 31, 2008 hehe, yea i started this quite a while ago. it's really just a pastime thing for me to do when i'm bored or have a few minutes to spare (and that didn't really happen lately) Quote
KoKo5oVaR Posted October 31, 2008 Report Posted October 31, 2008 wow impressive satan, really cool, can we see the uvsheet ? Quote
The Horse Strangler Posted January 11, 2009 Report Posted January 11, 2009 Been playing around with SSbump creation, a new method of Normal mapping for the Source engine. You can read about it here actually: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf Quote
-HP- Posted January 12, 2009 Report Posted January 12, 2009 Nice, MrTwoVideoCards! mind explaining us what this technique is about? And what difers it from the "default" normal map? (Tangent space?) I know you linked the .PDF, but still... Quote
Meotwister Posted January 12, 2009 Report Posted January 12, 2009 From what I got by skimming it for a few seconds, it's normal mapping with self shadowing information on it. Cool that it costs no more texture memory or anything. Definitely gets an interesting effect. Quote
Punky Posted January 12, 2009 Report Posted January 12, 2009 And if I'm correct Left4Dead also uses SSbump maps. Quote
Sentura Posted January 12, 2009 Report Posted January 12, 2009 ":3mmx3tu2]Nice, MrTwoVideoCards! mind explaining us what this technique is about? And what difers it from the "default" normal map? (Tangent space?) I know you linked the .PDF, but still... oh come on, it says it all in the pdf. it's even elaborated so that regular people can understand it. Quote
-HP- Posted January 12, 2009 Report Posted January 12, 2009 yeah, I gave it a read through now. I guess I got spooked at first when I saw those mathematical expressions! Quote
e-freak Posted January 12, 2009 Report Posted January 12, 2009 isn't it most basically a different blue-channel which doesn't hold any height information but an directional (up-down) ambient occlusion render of the surface? at least that's what I worked out from the pdf and the tf2 textures Quote
The Horse Strangler Posted January 17, 2009 Report Posted January 17, 2009 A better example, with Jitter calculations, meaning it adds dirt effect to the ssbump. This is the ssbump example straight from the PDF, but generated with a different Tool. As far as I know, Valve may release theirs sometime this Year, or next . But theirs is tons better. Quote
Jenn0_Bing Posted January 17, 2009 Report Posted January 17, 2009 How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before. Quote
The Horse Strangler Posted January 17, 2009 Report Posted January 17, 2009 How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before. In due time, hopefully once I get the method down to a simple version, I can write up a tutorial. Quote
Nurb Posted February 9, 2009 Report Posted February 9, 2009 A couple of modelled textures for an UT3 project. Crits are welcome. Quote
-HP- Posted February 9, 2009 Report Posted February 9, 2009 Oh wow dude, those are absolutely awesome! Are those ingame screenshots? Can you explain the worflow to achieve this kind of results? Quote
Nurb Posted February 9, 2009 Report Posted February 9, 2009 ":8cdgx4bl]Oh wow dude, those are absolutely awesome! Are those ingame screenshots? Can you explain the worflow to achieve this kind of results? Thanks No, they are renders from Maya. On the workflow, basically i just lay out som low poly stuff in Maya then model it into high poly stuff in Mudbox. Then I take the highpoly stuff back into Maya and project as much info I need about the stuff (normals, ao, color etc) onto a plane. Then I take those images into photoshop and make them tile (cause they usually dont tile 100% when I get them from mudbox) and after that it's pretty much just making a diffuse and specular+gloss+whatever as always. Quote
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