Thanks, Raul! You're right on about the widespread noisiness. I'm hoping to largely get rid of my xnormal height to normal tool dependence as I start work on new wall and window assets. I'm a huge fan of your work, by the way, and would be remiss if I failed to mention that the colors and textures you use were a…
Apologies for the lack of progress posts. As the deadline was looming i was concentrating on getting this thing as finished as possible. Normal map was generated using xnormal. Texture size was one 2048x2048. Here are a max render and a screenshot of the vehicle in udk. It does function in game much like the cicada, well…
Yeah that's the idea. When it comes to stickers or logos you just save those as .png files in your image editor of choice and place them in a decal library folder that you point DecalMaster to. There's also a baking tool included so you can model out high poly surface decals in Maya then bake them into normal maps, but if…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
Normally there isn't a normal map. That said some games are starting to work normal maps in with this process (whether hand-painting the normal maps, CrazyBump like you did, or sculpting the textures in ZBrush). The specular highlight in your 3d view that you're showing the texture on is really overblown for just diffuse…
Alright well Ive been spending alot of time on trying to get the hang of normal maps and went back and practiced on three of my props. Im posting the renders with the normal maps I created for them. Any critiques on the normal maps and what I should do differently would be really helpful. Thanks. Normal…
Nice job coming this far along capone! You should have a look at this: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html It describes in detail how to set up your low poly mesh and uvs and smoothing groups all so that the normals bake and display properly real time in your viewport. I think your major…
Idealy yes, but we do not live in an ideal world =) More often than not, this rule will mess up someone just starting out with normals, because they do not understand why. Just like saying "only use quads", but not actually understanding why, and that its not a hard rule you always have to follow(few things are). What it…
There are some bad masking issues Where the edges of the normal map meet, for instance this normal map has places on the top and the bottom of the image where there is a dip in the normal map. I have found that dDo will just render black most of the time when you try get a strong mask in any of these cavities. This is the…
The fps weapon is not my area but I believe all those extra edges are absolutely redundant. You can get same shading by either face weighting vertex normals, makeing vertex normals still perpendicular to main surface on floating geo and leaving the shading strictly for a normal map, projecting vertex normals and so on. IMO…