These are some static props for Höllenfeue its a WWII game being developed on the UT3 engine. You play a German Soldier on the Eastern Front during the push into Russia.
They are 2048x2048 textures scaled down to 1024x1024 for ingame use. The renders here were done in Maya using the 2048 textures. The quality difference is not really noticeable within the Unreal3 Engine. Would not make much sense to use a 2048 texture on less important props. I have spec and occlusion maps also.
humm
ok. the thing is, you are using the exact same wood texture for all the faces of the model, which means that you could have overlapped the faces that use the same wood pattern and get more resolution than you have now.
also, GI lighting is killing your normalmaps.
But yeah.. CRATES
nazy crates. lol
Now do something with more interesting shapes. just dont make a barrel .lol
Yes you will be playing as a Nazi. The Nazi crate has been getting the Ark of the Coventant joke since I made it lol. It was actually based on that so that does help push it that way. But hey maybe we will toss an Easter Egg in with the Ark being in a crate someplace haha!
I will keep adding to this post, I have a school house that will be coming soon.
yeah I most likely could have overlapped the color map. However the normal would of not worked that way. It was based off the high poly mesh that had all the planks modeled into it. Overlapping might of been an issue on the normal.
Yes I modeled the planks into the wood and normal mapped that back to the low poly that did not have planks modeled into it.
Do you think people are going to notice that it has no nails when they are running around shooting at the Reds?
most definatly not.
hence my tought on using overlaped texured.
also. i dont see the hipoly normal map under all that crazybumpiness.
you could have made a sweet texture using overlaped texture and then using crazybump.... and thats pushing it. maybe just difuse and spec would suffice.
but dont take my word on it.
anywho.
its done, do something else
I doubt players would notice, but possible employers might.
SWISH! ZING! BOO-YA!
but seriously your uvs are very wasteful. You should learn to mirror your textures. I do this in UT3 all night long and it loves it. Additionally, your normals don't appear that effective on the model. If you hadn't posted them, I would assume these were diffuse only. You should also bake an AO map for your diffuse, and never forget the nails, rivets and other small details that tell a story instead of being generic boxes and barrels.
That's exactly what I am trying to learn how to do effectively. When should your mirror UV's and when should you not? I am also assuming you mean welding like pieces together?
Hi, In general mirroring UVs on a normal map can be a problem in some engines, but re-use isn't. As such it looks like the first nazi-crate's texture can be condensed into three panels which are reused for the variousparts of the box. You can at least half the size of the texture while increasing the detail of the panels.
why is the insignia in relief on the normal map? It's just stamped on
btw, hjd_uk's example is something you have to crack before even looking at extra maps. UVs and your diffuse are the absolute basics that it should be illegal to build on if they're wrong.
why is the insignia in relief on the normal map? It's just stamped on
Agreed it seems people use there final diffuse and just run them through the Nvidia plug-in.. (or Crazybump). If you had a texture with black and white paint on it.. would you also just run it through the plug-in? The forms should be 'normalmapified' not the colour information.
Also if you do not put the painted on details in the normalmap you should not need two different normalmaps. You can re-use the one normalmap for both crates and save on texture memory.
Ok so lets say I wanted the wood grain to be a normal. Would it be better to take it into Zbrush and make a pattern and paint it on that way? As opposed to making it with Crazybump? Or would CrazyBump work for this?
For crazybump you would want to find a very clean wood-grain image to work off or even better, paint it. Just paint what you want as depth detail for the crazybump pass. This will give you a clean noise free wood grain. Model the crate in highpoly for the planks and nails etc and bake your normals then use crazybumps normals mixer to add the grain details from your painted texture. Once you have the normals done you can then add more detail to your painted diffuse but being carefull not to mess up the depth information.
I would like to thank everyone for the feedback and the helpful tutorials on how to get my normals looking better. Also the feedback on using my UV spaces better. So here is my updated diffuse texture no normals yet will be working on those soon.
Replies
ok. the thing is, you are using the exact same wood texture for all the faces of the model, which means that you could have overlapped the faces that use the same wood pattern and get more resolution than you have now.
also, GI lighting is killing your normalmaps.
But yeah.. CRATES
nazy crates. lol
Now do something with more interesting shapes. just dont make a barrel .lol
BTW that one Nazi crate should have a burn mark where the Ark of the covenant is tryin to break out...
I will keep adding to this post, I have a school house that will be coming soon.
yeah I most likely could have overlapped the color map. However the normal would of not worked that way. It was based off the high poly mesh that had all the planks modeled into it. Overlapping might of been an issue on the normal.
ok...
Do you think people are going to notice that it has no nails when they are running around shooting at the Reds?
most definatly not.
hence my tought on using overlaped texured.
also. i dont see the hipoly normal map under all that crazybumpiness.
you could have made a sweet texture using overlaped texture and then using crazybump.... and thats pushing it. maybe just difuse and spec would suffice.
but dont take my word on it.
anywho.
its done, do something else
SWISH! ZING! BOO-YA!
but seriously your uvs are very wasteful. You should learn to mirror your textures. I do this in UT3 all night long and it loves it. Additionally, your normals don't appear that effective on the model. If you hadn't posted them, I would assume these were diffuse only. You should also bake an AO map for your diffuse, and never forget the nails, rivets and other small details that tell a story instead of being generic boxes and barrels.
btw, hjd_uk's example is something you have to crack before even looking at extra maps. UVs and your diffuse are the absolute basics that it should be illegal to build on if they're wrong.
Agreed it seems people use there final diffuse and just run them through the Nvidia plug-in.. (or Crazybump). If you had a texture with black and white paint on it.. would you also just run it through the plug-in? The forms should be 'normalmapified' not the colour information.
http://www.game-artist.net/forums/tutorials/6126-mini-tutorial-normal-maps-how-not-do-them.html