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Posted

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)

  • 2 months later...
Posted

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... :)

Posted

":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.

Posted

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 :o

Posted

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.

  • 4 weeks later...
Posted

":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.

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