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…
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…
This is great. Thanks for all the tips. I have another question regarding normal maps. I'm making this first environment scene to be used in VR. I've read that it's better to use geometry more than using normal maps. Beveling edges is better than using a normal map when you can etc. The scene im making is pretty stylized…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
Hi there, I have been working on a project which is more of an environment piece and I am looking for some feedback to try and improve the scene. Bad lighting - textures - broken Normals - anything like that. The idea is that you can select different styles and materials of a pool. The pool should be the focus in the…