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Splodgy Wood Normal Maps

I don't seem to be able to recreate a good normal mapped wood texture, metals and such I seem to be fine with, but every time I try wood, the surface just keeps ending up looking like porridge, any tips and advice on getting a good looking 'realistic' wood texture ( diffuse, spec, normal ), visual examples with a little descriptive text would be very much appreciated.

Thanks.

Replies

  • ZacD
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    ZacD ngon master
    it really depends on the type of wood, smooth wood floors or rough old 2 by 4's, or like tree bark? just post some pictures of the look your trying to get.
  • fearian
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    fearian greentooth
    and the results your getting now!

    also, are you sculpting or using normal map filters/crazybump. Wood is something I can definitely see myself using crazybump for.
  • BLOODCURVE
    I'm trying to create a similar look to these : -

    vintage-wooden-crate.jpg

    crate_1.jpg

    crate.jpg



    I've used Nvidia's photoshop plugin and pixplant, pixplant creates a much nicer normal map than the Nvidia version, but I create these based on a greyscaled ( and tweaked ) version of my diffuse, and I just seem to end up with too much detail ( porridgey look ) - where the pixels have been pushed too far, cutting back, I lose the detail. Can't seem to find a happy medium. Would still love to see others peoples versions ( and any other surface types would be great, rubber, etc ). :)

    Here's a quick test I made with a handpainted texture

    crapt.jpg


    Ideally, I'd love to pull off a surface similar to this : -

    dscf3964a.jpg

    Thanks
  • BLOODCURVE
    It seems like I should be using a seperate specular that is not connected with the underlying diffuse texture ( so that the diffuse takes care of the colour per se, and the specular map, created with different surface detail, takes care of the varnish type specular needed ).

    Hmm... maybe I'll try that... and create a light overlay of the diffuse, so that it has 'some' specular correlation.... ?
  • bbob
    Remember that most wood like that has been sanded and varnished, so all of the real minor ridges in the fibers are washed out in the reflection. Also notice how the darker rings of the ore has sucked more of the varnish, leaving it slightly more diffuse there?

    So a lot of the real detail lies in the specular map, whereas the normal should only really be blothchy the way paint is, and go into the major cracks..

    You don't really need two speculars for wood, not even for architechtural viz..
  • BLOODCURVE
    Ah, so you would put the detail into the specular only, yup, that sounds like good advice, off to do some testing... :)
  • BLOODCURVE
    crappo.jpg

    Excellent, I can already start to see the look I'm wanting, after some quick tests, obviously I need to practice a bit more, and set my maps up correctly on the actual model I'm working on !

    Thanks again.
  • bbob
  • Minos
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    Minos polycounter lvl 16
    I think the problem is that the texture you are generating your normal map from has too much high-frequency detail. The ideal is to have separate normal maps for small and large details, just like crazybump works, and then combine them as you see fit.

    Another good idea is to have some gradients between the indented areas, to create more depth variation (as in the example you posted). To do that you will need to adjust your height map manually before converting it to normal map. You can achieve great results using smart blur, surface blur, gradients, inner shadow etc... I made a quick tutorial, hope it helps:
    normalmaptutorial1.jpg
    normalmaptutorial_comparison.jpg
  • EarthQuake
    Minotouar, you mean High freq, not low!
  • Minos
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    Minos polycounter lvl 16
    EarthQuake wrote: »
    Minotouar, you mean High freq, not low!

    woops, fixed :)
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    smart and surface blur are brilliant for creating heightmaps and brushes for zbrush for alot of things when theres too much high frequency in the Photosource... i especially like it for conrete cracks and the like
  • teaandcigarettes
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    teaandcigarettes polycounter lvl 15
    Damn, I've never even thought of using surface blur for that. Thanks for the tips minotaur :)
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