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Normal mapped wall

polycounter lvl 17
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Rated Rrr polycounter lvl 17
This is my first serious attempt at normal map projection, I'm having trouble with the lower section of the wall (as you'll soon notice). I am also looking for feedback if anyone has any. Thanks.

Low is 2 tris and the High is 1420

test.png

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  • MoP
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    MoP polycounter lvl 18
    looks alright, but you need to get much more depth into your diffuse and specular maps (if you're not using a specular map you should be!) smile.gif
    basically just get some darker edges in where the angles hit a trough, and some lighter tones on the sharp raised edges, that should help the whole thing pop out a lot more and not look so flat.
    also to help the presentation you could light it from the top left or top right instead of what looks like an omni in the centre, since that creates some fairly unnatural lighting and throws off the shape of the normals.
  • Rated Rrr
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    Rated Rrr polycounter lvl 17
    test-1.png
    tweaked a little bit

    MoP- Already had a spec map on ther but I fixed it but can still use some c/c

    I think my light setup for the normal is off, anyone have any suggestions
  • Xaltar
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    Xaltar polycounter lvl 17
    What app did you use to bake this in? What I find is very usefull is to render a single color diffuse (standard texture set to roughly the color of your metal base) to texture with lighting and shadows in max using a skylight (or spend some time on the lighting to really bring out the normal map). Then use that as a layer on your actual diffuse texture to bring out some of the detail better in the color map. Sorry if this is an obvious sugestion, I'm still fairly new to normal maping myself wink.gif
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