A normal map drives the forms and basic shading of a model, not just fine greeble detail. Your concern has more to do with texture resolution than anything related to a normal map. IE: you could probably use a lower res normal map with a cell shader. Even then, getting sharp details and such, not high-frequency but like…
Im guessing tis going to be like the last generational leap where texture sizes double where its useful. where you used to use a 512 (80-90% of most stuff) you can have more latitude to use a 1024. gotta remember you are still pixel bound by screen resolution, so in most cases it wont even matter if its a 2048 on a wall,…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
Those links don't work for me - try re-pasting them? I've never heard of anyone using 12k maps before (I assume you mean 12288 x 12288 pixels? That's 12x1024 which seems like a very odd number...), where did you hear about this? The way Unreal Tournament and Gears of War do it, apart from having high-res source textures…
I finished the new version of my shader that you guys asked for. I really liked your suggestions so I just overwrote the old version of my Normal Map Specular 3 Lights shader with this new version. Here's the new stuff: The shader now works with ATi cards! It turns out it wasn't all that hard to break it up into three…
I posted this last night when I was pretty tired so let me rewrite my post: You said you did this mainly for the fun of doing hand painted textures and you weren't worried with optimization and I can appreciate that. Your pixel density is really inconsistant, your front door has almost as much UV space as the whole front…
I assumed you know render-targets, as you use them when doing shadows. Dont copy paste source from samples, analyze them and find out what they do. shadowmapping is rendering depth into a texture from light's point of view, and later projecting that texture back on the geometry. Although I am not sure if shadows are really…
Hello Folks! So I have never posted an actual WIP thread here before, so I might as well start now! :) What I am doing is fan art of a character from a pixel mobile game called ReDungeon by Nitrome. I thought it would be an interesting challenge to adapt a pixel character into a full 3D character. There aren't very many…
Who are we? Team name: Pixel Sheep Entertainment Hi! We are a team of hobbyists with the intention of starting out small to make a name for ourselves. Once we crank out a few games, Pixel Sheep Entertainment will aim for the stars! What are we making? Game name: Pacifist (this is our 1st Game!) Genre: Runner, Parkour,…
I'm currently in the process of applying more detail to my model within the height map in Substance Painter. I've made very basic alphas to just create panel lines on my model, but they are saved as a 1024x1024 alpha that I import into Painter to used as a brush and basically just stamp the brush stroke onto the model. The…