Hi, I'm working on a few weapons and creatures for a standalone mod (using the darkplaces engine) called "Contagion Theory" website here:- http://mods.moddb.com/7789/contagion-theory/
Good art, but it's kind of a shame you're doing this for a mod leader with a large dead mod track record (all died for its "promotional material first; fame second; pr third; game twentythird" mentality). I'll never get to fire these weapons
Your guns needs more colors. Slate blue metal only isn't going to do the job for long.
whats the difference between world space and tangent and how do es world space not work with animated models? i'm new to generating normal maps from meshes myself.
World space maps are for objects that won't move or transform at all. They are easier for most engines to render without errors in seams, etc, but they just don't work in any engine on characters. This type of asset should be rendered with a tangent space map, and not a world space normal map.
The information a world space map saves is just "pixel X is facing direction Y". That's fine if the object never moves -- you know a texture that is facing east will always face east if the surface it's on doesn't change.
But if you were to rotate the model 180 degrees, the surface the texture is on would now be facing west. A world space normal map, however, doesn't know anything about the surface. All it knows is that the pixels are supposed to face east.
So no matter how you move that model, the lighting on each pixel will never change. The normal map will always say that the pixels are facing the same direction.
Tangent space normal maps work in the opposite way. They don't care about the world and only care about the surface. So you can move the model around all you want and they will still work, because the polygons in the model are what they are based on.
Wow, I remember this guy. I did his milkshape gun tutorial like 3 years ago. Anyway, I agree with the crits on the second gun. Looks fucking awesome, just needs a touch of colour somewhere imho. I don't know alot about normal maps but it seems like you have rendered it wrong. Shouldn't be too hard to rerender with tangent space, should it?
Wow thanks for all the comments, agreed guns definately need a touch of colour, Thanks!!
Also the normal map I generated is a tangent space map (mostly blue), its just when you show normals in xNormal it displays it as a world space map in the viewer for some reason!!
about world space normal maps, they are mostly supposed to be called "object space" normal maps and work well even when animated. the only thing where they really suffer (harder to achieve) is animating on vertex level (deformable...)
but if you have some machinery and it is made of different objects, and you animate those rigid objects (vehicels: main body, turret, wheel are separate objects) then object space normal maps work just fine.
another benefit of tangentspace hwever is compression, though for the sake of simplicity and less issues I'd favor object space for mechanical objects that are only animated on object level
it is not true that the they are "fixed" in the world, if you have a box with object space normal map, you can move, rotate, scale it freely in the world.
just for a counterpoint.. All the BF:V\BF2\2142 chracters use world space normal maps. Strange, I think it's one of the only games that uses them for animated meshes.
Although for bf2, we created them in tangent then the imported concerted them to world.
Replies
Your guns needs more colors. Slate blue metal only isn't going to do the job for long.
But if you were to rotate the model 180 degrees, the surface the texture is on would now be facing west. A world space normal map, however, doesn't know anything about the surface. All it knows is that the pixels are supposed to face east.
So no matter how you move that model, the lighting on each pixel will never change. The normal map will always say that the pixels are facing the same direction.
Tangent space normal maps work in the opposite way. They don't care about the world and only care about the surface. So you can move the model around all you want and they will still work, because the polygons in the model are what they are based on.
Also the normal map I generated is a tangent space map (mostly blue), its just when you show normals in xNormal it displays it as a world space map in the viewer for some reason!!
Heres another creature I've been working on:-
render test
but if you have some machinery and it is made of different objects, and you animate those rigid objects (vehicels: main body, turret, wheel are separate objects) then object space normal maps work just fine.
another benefit of tangentspace hwever is compression, though for the sake of simplicity and less issues I'd favor object space for mechanical objects that are only animated on object level
it is not true that the they are "fixed" in the world, if you have a box with object space normal map, you can move, rotate, scale it freely in the world.
Although for bf2, we created them in tangent then the imported concerted them to world.