Hello I am struggling to make and find a good level of detail and how to make a decent sand for Crysis , I want to make at least 2 types of sand :
underwater , smoothed on the shore and messy with walksteps all around with small dunes on the back of shore , but I cant find a way to make a good normal map , can anyone suggest me how to do ? like can I get a really good level of detail when I cam in to see for example a realistic grain effect? and also with this get the little dunes stand out ? the one I did instead seems to be like a strange reflecting thing.....
http://img641.imageshack.us/img641/2963/72125408.jpg
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I would also take a good hard look at what they did in Crysis with their textures.
However, you need to ensure that it's not set to monochromatic (so it's coloured noise, meaning alters the normal of each pixel in every direction by a small amount) and you need to ensure that the effect is reeeaaally subtle - tone down the opacity of the noise layer by a good amount (otherwise you just get an expanse of fuzzy nonsense). With a good spec map, it can nicely sell the effect of tiny grains of sand.
I shoudl so have 3 maps?
diffuse ( sand texture )
normal ( made like u described)
specular ( gray low noise? )
http://wiki.polycount.net/Detail_Map
A detail map gives you better up-close detail than a regular tiled map, because it can be tiled like crazy for much smaller pixels. It fades out at a medium distance to a larger texture to hide the tiling artifacts.
diffuse , normal m detail and specular?
is there any sample of this , for any kind of texture , to understand how each should look like?
http://doc.crymod.com/SandboxManual/frames.html?frmname=topic&frmfile=MaterialEditorRef.html
I would just load up one of their levels and examine their terrain. We were looking into licensing CryEngine a few months ago, and the CryEngine2 editor could load Crysis Wars levels, so that was an easy way to dissect what they did. But now CryEngine3 is available so I'd suggest looking into that too.
http://img38.imageshack.us/img38/5102/37772783.jpg
Are you painting a gray bump map and converting it to a normalmap in Photoshop? I would try sculpting this in Zbrush or Mudbox or 3DCoat, for more depth. Or you can try overlaying the map on top of itself in Photoshop to strengthen the slopes.
I see the pattern repeating itself in the left shot. This is fixable if you use a detail map, because then your big footprints-in-sand texture can be cover more area (be tiled less), and the detail map handles all the up-close graininess you want for the sand.
here is the result , how looks?
Can it be improved?
http://img192.imageshack.us/img192/5164/96801826.jpg
This image is a mix of my tree in game blended textures , I made a huge work behind that , but Let me know what you think sincerely please...
The time of the day is modeled after the Crysis one and is 8 AM....
Texture Types are , small dunes , Human steps and Wet smoothed....
Do you have reference photos of the kind of beach you're trying to achieve? I mean photos of real beaches, not screenshots from a game.