Seems no one saw this in the What are you working on thread, so here we go in here. Normally I post my tutorials in the 2D/3D section, but I know this is something a lot of people have been struggling with, and I want to make sure everyone has a chance to read it.
I'm still not done, probably about 2/3rds of the way through, but here's what I got so far.
http://www.poopinmymouth.com/tutorial/normal_workflow.htm
Next comes creating small scale details in photoshop using the NVfilter, and properly combining it with your baked layer.
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For instance, I have found I get different results rendering from my home machine with different vid card than I do with my work machine.
Also, the padding option can often be a hindrance depending upon the subject matter. In particular I have found that the padding is a nono when processing BSP textures that have blank areas that I want to be transparent ingame.
In such an instance I turn off padding, set the ray miss check thingy to black also so that Its easy to mask select the black areas later in a neat fashion that setting the padding option to ON prohibits.
Likewise it would be useful to cover the ability to use multi sub object materials and include more than the normal map processing in the render to texture options as the other options are free if you are already processin the normals and if you including the diffuse it is a great time saver as a way to mask select areas later in the texturing stage.
Perhaps you would have included some of this anyway, I'm just conscious of how much there is to cover on this subject, looks like you are doing a good job so far though
r.
I've already saved Your page. I'm sure that I'm going to use Your tutorial soon.
Always good stuff comming from you ben. You're a true gem to the game-art community.
Did you zbrush the high res model? looks very nice.
So to make sure I understand this right, you quickly build the low poly model then save that version,add more detail then export to z brush for example, then use the first model to normal map on to.
I made the mistake of using the intermediate model to map on to.
I was thinking 2000 poly head , but perhaps should have used the 1200 poly head.
Man, its going to be a long weekend
Poop: Great stuff dude! You're a lifesaver
Also I wonder if it would be possible to make a useable normal map from a grayscale face texture . I did try, but it came out a bit lacking in volume( over embossed looking)
Imagine the time that would save if I could get it working properly
Another question is, how much do you paint in zbrush and how much detail do you model in your 3d program.
Obviously the less detail you put in the mesh in maya, the more painting you will have to do in zbrush.
Or you could build a fairly finished mesh in maya, export it , subd it a few times, then have less painting to do in zbrush( mainly small wrinkles etc)
The second method means you will problably have more control over your mesh, the first method could well be quicker, but messier
I'd say for organic stuff, you can get away with less detail in max/maya for the highpoly stuff, if you're gonna ZBrush it (although as Daz has shown, pure poly modelling can beat zbrush stuff hands down, if done right)... for mechanical stuff i'd usually just do that entirely in Max, and add any fine detail like cracks, dents or chips using a procedural or painted bump-map.
I'm kinda de-railing the thread here now... but if Poop has any insight on what I'm talking about here (he has more experience than I!), let him share it!
That way you can step back to the lowest level and export that back to Max/maya/whatever along with your highpoly mesh. Your outline should then be pretty close as Zbrush deformation propagates down to through the subdivision levels. If you add significant detail where your original mesh had none just use level 2 and optimize that.
I'm looking forward to that photoshop tutorial. I have been using the Nvidia tool to add detail but only by selecting the z (purple) color range and deleting it so I can use it on top of my original map. There must be a better way to do it though since it garbles the information on the original map ( doesn't take original normal into consideration).
On a side note, do any of you know what causes a black texture output through Render-to-texture? I get one of those once in a blue moon. No idea what causes them.
looking forward to the rest of the tutorial, Poop.
Really clear description of the steps and options/settings so that a noob like me can understand it
I can't wait till it's finished, and your zbrush video really helped me out alot too.
haha, just kiddin
nice write up!
I can't wait till its finished
You ought to point out that the global supersampler often used in combination with the filter and both combined relate often to what video card you are using.
For instance, I have found I get different results rendering from my home machine with different vid card than I do with my work machine.
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I really doubt its your video card, actually i am positive its not.. the video card is not used at all in a render.. only your system processor.. maybe it displays it differently in a viewer.. but there is only one renderer(thats not realtime) that uses the video card and that is Gelato.. Max dosent touch it.. it might be max settings or something else...
Updated again. I'm almost finished, I just can't seem to sit down long enough to get it done. I keep adding like a paragraph or two, with a jpeg or two a night. But it will get done eventually. I'm in the home stretch now, just a few settings to show in max on how to display your stuffs. I'm going to make mention of Ben Clowards shader, but I am going to work around max's normal bump shader, assuming that it will get better with each iteration.
http://www.poopinmymouth.com/tutorial/normal_workflow.htm
Please let me know if you found this helpful, or if there is something that's unclear so I can update it to be easier to follow.
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The same problem in version 5.
Great tutorial poop!
This is a great tutorial, not overly complex, but it's got all the right info in the right places. The skater came out great, and the high poly model is fantastic. Whats your turnaround time these days on an asset like this?
Cheers
Steve
I'm having the same problem as Omar with the pdf.
I kept the link for it small, because it really isn't part of the information and I wanted it to blend into the background after you've either clicked it, or decided not to download it.
Thanks for the kind words everyone.
Turnaround was about 22 hours. I could have, and should have spent longer on the maps, but honestly I just wanted to turn it in. Unpaid work when it's not exactly what you want to do, can lose motivation fast, hahaha.