Pericolos0 Posted June 10, 2005 Report Posted June 10, 2005 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 Quote
sensee Posted June 10, 2005 Report Posted June 10, 2005 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. Quote
Pericolos0 Posted June 10, 2005 Report Posted June 10, 2005 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): Quote
G-Man Posted June 28, 2005 Report Posted June 28, 2005 Wow, those textures are really great!! Did ook ever finished the charger texture? I mean did he also made the second texture? Quote
Supernorn Posted July 22, 2005 Report Posted July 22, 2005 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) Quote
Tequila Posted July 22, 2005 Report Posted July 22, 2005 OH NO THE NORN HAS FOUND US. Nah, looks good, champ. Some nice detail work with the monitor readout etc. Quote
G-Man Posted July 24, 2005 Report Posted July 24, 2005 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) Quote
hazardous! Posted October 11, 2005 Report Posted October 11, 2005 LIVE, THREAD! LIVE! Hello there! After my last try at making game textures ended up like this: 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: Here's what I've got so far: normal map: specular map: 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! Quote
st0lve Posted October 11, 2005 Report Posted October 11, 2005 I love the huge watermark. And I like the 2nd texture. Quote
curman Posted October 11, 2005 Report Posted October 11, 2005 I love the huge watermark. And I like the 2nd texture. i still dunno why people do that.. we have game devs. here who don't even do that. Quote
Tequila Posted October 11, 2005 Report Posted October 11, 2005 I love the huge watermark. And I like the 2nd texture. i still dunno why people do that.. we have game devs. here who don't even do that. Yeah. Great texture though. Quote
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