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3 Dimensional Chat / Normal / Specular Mapping Project

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John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 23rd Jan 2008 11:22 Edited at: 23rd Jan 2008 17:24
So, had to use advanced textures on a new crate & barrel for school. Soo ehh... yeah

All textures 512x512 24bit .TGA
All objects have diffuse/normal/specular maps.

Sorry for kinda crappy JPG and plain ol' OpenGL perspective shot, looks nicer rendered ^^

Objects


Specular / Normal Maps


Specular / Normal / Diffuse Maps (yes I know, the grass is awful, didnt really care at that point, like 4am morning before it was due )



And heres the texture I used for the wood on the crate, made from scratch in photoshop...

http://www.iamjohnhall.com/3d/crate_redux/wood-tex_knots3.jpg

I can upload them/remove decals from the crate (made as a joke) with the normal/specular/diffuse maps if anyone would like.

[edit] Heres the maps, if anyone would like the objects, lemme know.
Barrel Normal Map
Barrel Specular Map
Barrel Diffuse Texture
Crate Normal Map
Crate Specular Map
Crate Diffuse Texture

3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump
Kyle Katarn
17
Years of Service
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Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 23rd Jan 2008 16:14
Sorry if this sounds incredibly n00bish. But what exactly is Normal and Specular Mapping?
John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 23rd Jan 2008 17:16 Edited at: 23rd Jan 2008 17:23
Here are a link to all the textures for these objects to reference what I'm about to explain, if you'd like You'll need an application that can view .tga files (most common art programs- photoshop, paintshop prop, gimp(?))

Barrel Normal Map
Barrel Specular Map
Barrel Diffuse Texture
Crate Normal Map
Crate Specular Map
Crate Diffuse Texture

Normal mapping is the processes of creating a multi-channel texture (ie. red, green and blue) rather than a bump map which is based off of a greyscale image. A normal map completely replaces the objects normals and is based off the diffuse texture, telling the object how to react to lighting, making it appear more detailed than it actually is. If you look at my models, they are both just simply flat, simple models, but with the normal map applied, they look as if they have depth.

A Specular map tells the object how to react to lighting, but in a different way. A specular map is a greyscale image, where lighter pixels (more towards white) are more reactive to light (ie. the sheer on the metal bands of the barrel) whereas darker pixels arent as reactive to light (ie. wooden boards, a carpet, etc.)

Very powerful, especially in games Allows us to use less polygons and get wayyy more detail!

3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump
5Louiz
18
Years of Service
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Joined: 15th Nov 2006
Location: Brasil
Posted: 23rd Jan 2008 21:00
I would make the wood of the barrel slightly less specular, but that is just my taste. Nice work, John.

Gimp can edit targa files, by the way.

Bring more quality stuff.

Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 24th Jan 2008 00:14
Ah yes, I understand. Thanks for that =D

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