Greetings to all participants of a forum! I have plans, wish to share them with you. In the near future I plan to work with models for nextgen games for consoles. How much it is profitable and whether there is at whom an operational experience in this new it seemed to sphere, can share?
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I'm not sure how you define "profitable" when it comes to working on game assets (since you're usually paid by time or at least negotiate your contract to cover your time) but if you want to know what to learn, try making models for Quake 4 or something, just make sure it has a normalmap and that you can make highpoly models to generate normalmaps from.
Under "nextgen" I meant creation find fault weed models with maps: normal, specular. What else it is necessary to do for such models of a maps? And whether there are clauses on this business? I saw models on pior oberson's site but I and have not understood for what separately taken map is necessary. A reference point: PS3, Xbox360
Forgive my English.
As if he's saying what he HAS found, as opposed to what he can't find. I think.
I ask all what kind of maps necessary to models for next generations of games. Damn that translater.
I'am not noob, please, not laugh on me. ;|
well usually its something along the line of:
Make a highP model
Make a low poly model
Get normalmaps and heightmaps from the highpoly model
paint diffuse, bump and specular in photoshop
apply to low poly model
and then bam = gears of war!
And that I already'v been have thought that at this forum can laugh only at people poorly knowing english
And what for except for map of normals the map of heights is necessary?
http://pioroberson.com/modelpics/info_aquaboy.htm
What kind of map this one?: http://pioroberson.com/modelpics/ab_s.jpg
where i can read tutorial to create this map?
How to adjust a material in 3dsmax that at rendering this map it was displayed correctly and whether is foreign viewers for viewing a similar type of models?
What mop says : 'spec' map. You can use it to fake material effects such as plastic, metal, rust, whatever.
You need to understand that this map you pointed to (ab_s.jpg ) is intented for specific Doom3 engine use, hence might not be suitable for any renderer/engine (I don't know many of them myself).
Brightness/contrast can vary from one engine to the other; also, in Doom3 both intensity and color are stored in one texture, while on most renderers these factors are separated (spec value / spec color if I'm not mistaken)
Best advice is definately to grab either Doom3 or Quake4, extract a few files, and have a look at how they are painted and for what purpose. You should easily find info on how to extract these either here on polycount or on doom3world.org.
Then try your own stuff, and test it in the engine to see how stuff looks/reacts...
As for a tut on how to paint these, well its just practice/guessing/testing/fun
What is your mother language btw? Some kind forum member might be able to help you out.
Hope that helps!
And what for except for map of normals the map of heights is necessary?
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If you wonder why a heightmap is necessary its cus the combination of normal and height ma p creates a parallax mapping effect. http://en.wikipedia.org/wiki/Parallax_mapping
Slash my mother language is russian. But i try to speak english.