Hey guys. A few quick questions regarding my workflow with creating an environment I'm currently working on.
Basically I have to create a hefty amount of tilable textures, sci-fi themed in part.
I want to use Ndo2, but firstly want to grasp more of the workflow behind it.
I know Ndo2 is a normal map generator/manipulation and etc. tool, very cool from the testing and trying out I've done. But I want to build a normal map from the ground up. Starting with a 512x photoshop document, and start detailing and designing my normal maps from scratch - afterwards I want to generate an ambient occlusion, set to multiply on an empty 512x document and simply texture under it.
Real simple question - can I do these things with ease using Ndo2? I know it can edit normals, but its really the 'creating normal maps from scratch, and generating an ambient occlusion map from the normal' that I'm curious about.
Or am I better off the long way, modeling everything in 3dsmax and baking to a plane?
Thanks!
Replies
Yes. If you've used the nDo2 trial you should have a pretty good idea of how you'd at least start this process - blank doc, block in shapes, use ndo to convert to a normal map. You can also google for tutorials; they should give you an idea of how to begin. Here's an older one that uses the first version of ndo.
watch this
[ame="http://www.youtube.com/watch?v=Rwj0mQTMrK8"]nDo2 workflows #1: Creating hard-surface designs - YouTube[/ame]
it explains all that you need, than after that simply use the tools in the convert menu to make a ao and cavity map.