After GDC I have permission to start making a tutorial. Hard edged models still have subdivides so that a subtle curve is defined on the lips and rims of shapes as this allows the normal map to pick up light properly. Hard, simplistic chamfered edges produce an on or off option for lighting on the normal map, this is why…
"This is perhaps more information than necessary but I thought this might help others out. Certainly, I have been giving some thought to making a normal mapping tutorial that is specific to our technology in the hopes of sowing seeds that will take root and grow new employees for us." Rorshach, an epic specific tutorial…
A tutorial would be wonderful. More so, I would love to see examples of the environment props, to have some soft of idea about the level of details they are at. (Something like the character examples you showed)
Thanks for the critique MoP, and thanks for the info Rorshach. I'll keep working and maybe go into debt for an up-to-date computer to replace the p.o.s. that I have at the moment. Also looking forward very much to that tutorial Rorshach, that will be awesome.
Hey Ror, This is Carl Kidwell - aka Slaine in the old days from Quake 1 - Skins Tutorial on PlanetQuake I'm sure you remember me (if not what have you been drinking and where can I get some)... So do I fall into the "dont bother applying" category too? Or should I send in a resume? Carl - aka - melkior - aka slaine
Motion thirded...after this semester I want to at least do one normal mapped environment to add to my portfolio, so a UE3 engine specific tutorial would be awesome...seeing as it could also be used for characters, vehicles, etc. It'd give all of us who want to work with normal maps, an idea of what the guidelines for the…
I talked to my AD about doing a UE3 specific tutorial and he's all for it. It may end up purely for the UDN site, that will be for him and the CEO to decide, either way I'm going to do one as I understand it's tough for people to try to anticipate how to apply here whilst working in a vacuum. Oh and not every model is…
Okkun: We are working with MAX ( as we have our own inhouse normal map processing tools ) to produce very high poly models and then normal map them down to low poly before creating a Diffuse, Specular map by hand , based on the Normal map. Something like a standard L shaped support beam in the Liandri setting, I would…