I've used Eric's technique before for getting a heightmap to use in texturing. I comes in very handy for doing diffuse and specular maps. Check out Ror's recent thread in P&P for an example. I just put a temporary turbosmooth on the low poly before doing the render-to-texture for the heightmap. Like Eric said, it gets rid…
Thanks! Yeah I didn't add any of the diffuse detail in the normal map, it kinda looked concrete-ish and noisy. I'll try more subtle. As for the faceted edges, I'm starting to think some of my SG are wrong. I'll look into it! Here's the turntable : [ame=" https://www.youtube.com/watch?v=WJQW4a7qmiw"]Grenade Launcher…
Correct me if I'm wrong though, but wont most engines nowadays convert bumpmaps into normalmaps in the end anyway? That is, considering the fact that the end result texels will have a normal direction, which is either generated from the bumpmap, or just accessed directly from a normalmap. The interpolation between the two…
it would be nice to see it under some different lighting conditions and also on a larger image to decide how the spec and stuff is holding up. at first glance, I reckon it looks a bit too much like stone than metal, but it's definitely getting there. also perhaps the grip is a bit too dark right now. fantastic…
I think the hues from the lights from the post and the fire drum should be more different from each other. Right now it looks that you just copied the light entity over and it doesn´t look interesting as it could be. Maybe make the post light a bit more focused and bright, and the fire a bit more diffuse with a lower range.
Japhir : Thanks, toes fixed. Xaltar: Low-poly with normal map + diffuse. This is the first time I've tried painting my maps in zbrush. Some of it came out okay but his back looks like shit. Luckily it's pretty easy to repaint in zbrush and then rebake in xnormal again. C&C on the texture so far would be much appreciated.
Arg how dare you mention my name in your thread!?! J/K I just gave Mojo some on how i make textures in max, but the normal mapping stuff is the real coolness here. This is a pretty fast and effective way to make diffuse and normal maps on the fly. you did a good job with this tut mojo-guy.
I assume you did try to move around the light ? In order to see if the normal map is interpreted right. (tangent vs object, x/y or whatever channel flipped etc. ) Depending on the viewportshader you are using it may be reading normalmaps different from the rendered shader. Also you have to set a bitmap for the diffuse in…
Why are the edges of the Crystal dark? Of the Stone Dark? Both? Please Clarify? Here is a prettier render. I still wanna add some green vineage or something. I now have a Reflection Map, Specular, Diffuse, Self Illumination and Bump. I don't see anything wrong with the Geometry of the Crystals, but I am willing to rework…
I've gotten the Ganelon Model to sit at a nice 5308 tris, and have reached about the halfway point on texturing. He resides on a single 1024 texture sheet, which wont be posted because of the embarrassingly large amount of data wasted. Here's my diffuse pass thus far. I approached it with a grayscale first, and am in the…