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3 Dimensional Chat / Normal Mapping without doing it by hand?

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Person99
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Joined: 15th Dec 2005
Location: Good question
Posted: 8th May 2007 02:59
Well, I have seen people do these blue & white normal maps all over the place. But they do it incredibly quickly. I have to use alpha layers and do it completely by hand.

I use Sauerbraten a lot, the bump-mapped textures are incredible. Mine look like soggy reflection bags, and the normal maps are completely off.

Is it possible to do a bump-map in Blender, or even Gimp, without using smudge until I die from it?

The Person99 awards go to: 1. Jack the Ripper for hardest crime scenes. 2. Peter Petrelli for most powers. 3. Superman for longest flight. 4. "The Doctor" for best time travel machine.
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18
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Joined: 30th Dec 2005
Location: Home
Posted: 8th May 2007 03:26
I found a neat little GIMP plugin to generate normal maps off of a diffuse map. If you need it to generate a map different from what the diffuse map shows, then just make an altered version of the diffuse map

Here is the link to the tutorial which includes the plugin

While re-searching the plugin for you I've stumbled upon a plugin to support DDS in GIMP

And the linky to the DDS tutorial with the plugin on it

I should search around that site more

Person99
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Posted: 8th May 2007 09:42
Dang, that little normal map plug-in is awesome! I tried it on sauerbraten, and it looked great. Thanks you very much the link!

The Person99 awards go to: 1. Jack the Ripper for hardest crime scenes. 2. Peter Petrelli for most powers. 3. Superman for longest flight. 4. "The Doctor" for best time travel machine.
tyrano man
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Location: Battle City - Kalspher :)
Posted: 8th May 2007 19:05
thanks immage all! I've been looking for a DDS plugin for gimp for a while

Shadow Coderer
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Location: UK
Posted: 8th May 2007 20:58 Edited at: 8th May 2007 20:59
You can generate a normal map for a low poly model with a highpoly version of that model. And there is the link for the software that will do for it for you - for free! Although creating a high poly version might sound like a pain, if you model the low poly version with edgeflow, a subvision or two will give you the highpoly version almost instantly! Your welcome.

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Person99
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Posted: 9th May 2007 07:03
Blender can do that too, but I don't know how to use the multires as a normal or specular mapping.

Speaking of specular mapping, does there happen to be a way to use this plugin for a specular map (Heightmappings for textures, rare in most games, common in games like Oblivion and Sauerbraten.)?

The Person99 awards go to: 1. Jack the Ripper for hardest crime scenes. 2. Peter Petrelli for most powers. 3. Superman for longest flight. 4. "The Doctor" for best time travel machine.
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18
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Posted: 9th May 2007 19:04
I find that a good solution to that is simply desaturating the diffuse map and fussing with the brightness/contrast a bit.

Person99
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Posted: 12th May 2007 08:36
That might work, I'll give it a try.

Who will die first?

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