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Posted

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.

isn't that what you would expect then? The slope between a 255 255 255 pixel and 244 244 244 pixel isn't big :P

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Posted

I just made a simple texture with a black-white gradient from one corner to the other. And yes the nVidia tool can't do it, but neither the ATI tool.

Can you make an example of a grayscale that nVidia tools can't handle? Just wanna know its limits.

I like the idea of modeling basic shapes. This probably increases the workflow.

Posted

black= 0, 0,0

white= 255,255,255

yes but you were talking about a gradient 256 pixels wide

a gradient represents an angular surface, and because your gradient is so big then ofcourse you will get a blue surface... It would just be a little bit angular

If you render this gradient in 3dsmax you will get a blue face too, same with the ATI tool

they all do their job quite fine :)

to illustrate (side view of the heightmap):

normalmaps.GIF

  • 3 weeks later...
  • 4 weeks later...
Posted

I had nothing to do today. So I decided to make these from scratch. They are for a Health recharger model on the HIT forums, but I guess you can have them too. Took longer than I expected, but I'm happy with them. They go nicely with the HEV textures. (They are the same width and length) :)

healthrecharger6lh.png

healthrechargeroff3si.png

Posted

Very great work on the Health charger textures Supernorn!!

Here is something I sticked together with your edited HEV charger textures:

(original was made by ook)

hevready3ep.th.png hevoffline5my.th.png

  • 2 months later...
Posted

LIVE, THREAD! LIVE!

Hello there!

After my last try at making game textures ended up like this:

lab1_slot4d_hiq.jpg

I didn't proceed, due to noobish abilities and insufficient hardware.

A year, a digicam and a graphic tablet later, I'm back:

I remade out_w6b:

out_w6b.jpg

Here's what I've got so far:

out_w6b_haz.jpg

normal map:

out_w6b_nor_haz.jpg

specular map:

out_w6b_spec_haz.jpg

Here's everything in action with the 1024*1024 version of the textures (150kb each):

http://w.rabid-monkey.com/~hazardous/bms_texture_test/out_w6b_test1_haz.jpg

http://w.rabid-monkey.com/~hazardous/bms_texture_test/out_w6b_test2_haz.jpg

I am trying to get a position as a texture artist in the Black Mesa Source team (that's why I branded them) and my task is to recreate 3 textures to test my abilities - this is one of them.

Alright.

Any kind of constructive criticism is very much appreciated.

Thanks in advance!

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