Okay that one is done.
texturing tricks for nomalmapped assets
This is a collection of tricks and workflow speedups I've been using recently for models requiring normal+spec+diffuse maps texturing. The goal is to get the most out of bakes instead of painful handpainting. I'm sure you guys know many many more than that but I thought it'd be nice to share. And documenting a process is always good for memorizing it
Comments welcome, and I'm sure I have many typos in that so feel fee to point them out. I guess I have a few translation mistakes caused by the french versions I am using too, so if it sounds strange just tell!
Hope that helps a few.
Replies
Really great tutorial!
*saved*
A bit sexist though, you could have a woman reading it
You also do get a bit maxish
To make it perfect, links to like the blurpage (that doesn't work atm) would be great, also I think you need to add that you are using the "normal bump" plugin for the renderings. (also with link)
Other than that _ Beastly
Although yes, a link to the Blur light script would be good - but as you say, that site is down (I don't think it exists anymore?).
Thanks VERY much
Prs-Phil: Max7 doesn't need any extra plugins to render the normal map... that's all just the DX9 viewport manager synced to standard material.
Although yes, a link to the Blur light script would be good - but as you say, that site is down (I don't think it exists anymore?).
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ah ok, havent looked into that yet (*shame*) BUT in pior's tut you can see on the screenshot that it says "Normal Bump" unless the sync is called like that to
Thanks for taking the time to writing all this.
http://www.neilblevins.com/blurscripts/blurscripts.htm
Great work, pior. With all this normal map coverage, it doesn't seem so intimidating anymore.
Right?
Pior, I never see you on msn anymore!
I passed it around to the artists at work and it was a hit
I'm considering a bit of editing tho, around the part when I blend the dirtmap with the lightmap. I think It can be a bit confusing atm since one is supposed to be really REALLY light with prelighting on a NM asset.
Shading can help a bit but if done in a harsh way the model will just look wrong if light moves...
Glad it helped anyways! And yeah Rock I guess we all have some weird secret techniques
If you guys have suggestions or other tricks to dump in feel free to tell!
Just one short question: The spec map made suiteable for Doom3 seems to be really wastefull with so little information in it.
How does it look like if you lower the resolution of the specmap to lets say 256x256, but made as smooth as possible?
but lowering the spec to 256 is perfectly acceptable depending on the amount of differing details in the spec map.
Probably the best next-gen texturing tut I've read!
Thanks!