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FPSC Classic Product Chat / Normal Mapping...All ok??

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JC LEON
16
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Joined: 22nd Apr 2010
Location:
Posted: 20th Mar 2011 01:35 Edited at: 20th Mar 2011 01:50
Hi , I'm attempting to realize normal maping for the entities and the segments of my projectc , and so I'm creating the entities/segmentsshader ready as described in bond1's tutorials.

so i create _d, _d2, _n and _S for any entity/segment and after i apply the bond1's shader "tangentbasis.fx"

these are my results..

1st room

Workshup blue low

Original textures

[img][/img]

[img][/img]

[img][/img]

Normal map Textures


[img][/img]

[img][/img]

[img][/img]


Second Room

Basement Brick

Original Textures

[img][/img]

[img][/img]

[img][/img]

Normal Map Textures

[img][/img]

[img][/img]

[img][/img]

what do you think about results??

is'seems like good but i think (i primis for he Basement brick) they are too plasticky and seems to be artificial.

it's normal or are there procedures that can help to reach a better result?

i used photosop with the nividia tool to create normals ..

thank you in advance for any reply and help..

leon
Poloflece
16
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Joined: 14th May 2010
Location: Australia
Posted: 20th Mar 2011 02:22
Very nice, I love shaders


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
JC LEON
16
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Joined: 22nd Apr 2010
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Posted: 20th Mar 2011 02:43
Quote: "Very nice, I love shaders "


thanks but any sugggestion to improve the effect and make much realistic?
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 20th Mar 2011 03:06 Edited at: 20th Mar 2011 03:07
The darker the areas on your specular map, the less reflective that area on your diffuse texture will be. I would also recommend toning down your normal map intensity if you're using an autogenerated one. Here's a quick example I threw together (the spec and normal map is still a tad bit high in the areas where the trim would be, but the overall result does make the wall a bit less "plastic");








Kravenwolf

ToastyFresh
15
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Joined: 8th Feb 2011
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Posted: 20th Mar 2011 03:29
Gorgeous stuff there. If you want an alternative to the NVIDIA filter, try nDo: http://www.cgted.com/

Yes, it is me.
JC LEON
16
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Joined: 22nd Apr 2010
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Posted: 20th Mar 2011 14:12 Edited at: 20th Mar 2011 14:14
Quote: "The darker the areas on your specular map, the less reflective that area on your diffuse texture will be. I would also recommend toning down your normal map intensity if you're using an autogenerated one. Here's a quick example I threw together (the spec and normal map is still a tad bit high in the areas where the trim would be, but the overall result does make the wall a bit less "plastic");"


Thanks for you help and support Kraven..

i tried to downgrade the brightness to -150 i photoshop and the texture seems to be much realistic and less plastic
are there specific values to do thaat or i must try for the best setting fot any texture/entity?

thanks again

Quote: "Gorgeous stuff there. If you want an alternative to the NVIDIA filter, try nDo: http://www.cgted.com/ "


thanks to you too Toasty.. I'll try it..

screens

[img][/img]

[img][/img]
Roger Wilco
20
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 20th Mar 2011 16:09
Much better specularity-wise. I'd suggest toning down the roughness on the normal maps a bit too, to make it look less noisy.

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