I disagree, r_fletch_r: it can be a super speedy way to do --certain-- things if you know what you're doing ...and it gets you a *pixel perfect* match for a diffuse(unlike a lot of the grayscale height-to-normal conversion tools, which create a halo). This makes it a perfect trick to use with a hand-painted diffuse.…
yes but your whole texture should be based on 1 map, it should be your diffuse, spec, gloss and normals working together, and currently the best way to get all of that is a sculpt to genrate some really great maps to start with, and mathematically correct normalmap that you cant get by hand. also i have actually sculpted…
I wouldn't be so quick to discount what blankslatejoe is saying here. While I agree in very general terms that painting normals like this isn't really a workflow that I would suggest people do, he does bring up a few valid points. Generating a bump map from a height map will never match as accurately as a hand painted…
nope, fletch... not if you have to start sculpting off an existing diffuse. I won't get into the crazy history of how I ended up in that situation, except to say that it was four years ago and the diffuse map was king. edit: er...make that FIVE years ago. daaang
i know it to be faster 95% of the time(for me) when you have to match a photographic diffuse. I hate to have to repeat this but do not assume you allways handpaint from scratch. Can you honestly say that sculpting a brick wall to match a photo ( like this one…
Sculpting with a diffuse already made is even easier tbh. Just toss it into zbrush and sclupt with the texture applied, giving it depth where needed. I would say if you are having to hand paint normals, your workflow will ALWAYS be slower, and lower quality. Baking the map is going to give you better results every time, no…
Preference, I suppose? You could get as painterly as you want using familiar tools for the old-school-diffuse painters and all that jazz. Oh! And nDo didn't exist yet when we started down this road... :) Later during dev we did look into nDo (v1..or was it beta...?). I've yet to tinker with nDo2, so I couldn't tell you if…
Maybe! Those painters did get pretty speedy with this method though, that's for sure. And because the diffuse maps looked so painterly it meant we could fall back on them alone initially (or for uber low spec machines) and paint the normals up only when/where we needed, as we had time. So that was a plus. I mean, you could…
Yeah...this is the way I would have probably done it if I'd been starting from scratch. It's been a long time, so the details are fuzzy..but that style card was the kicker one for the bosses, if I recall correctly. Anyway, I actually could talk all day about this stuff..I love these sorts of oddball workflows...but I feel…
The haloing I'm talking about is because crazybump and the nvidia filter make up the angle by checking surrounding pixels for differences in "height". If you have a 3x3 pixel image, with a single white pixel surrounded by black ones, the nvidia filter has no idea what to do with that--you get a halo of angles of a single…