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3 Dimensional Chat / Testing out Normal Maps

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Jonny Ree
19
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 3rd May 2006 20:34
Hello everyone,
I havent really been posting much of late, the reason being I havent really been making anything in the 3D department. However I've always wanted to see if I could do proper normal maps, and to see how well it actually works. It turns out its a lot easier than I ever imagined with the proper tools. The result is even better than expected. I havent mapped the texture out quite well though, so I should be able to get an even more detailed result. Its another zombie though, sorry about that they're quite fun to work with

All the info needed is written on the image itself.


Have fun


Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd May 2006 21:07
well you gotta love those normal maps, it looks great, except the conversion could have worked better on the chest detail

Yey! I removed the sig...
A Llama called Dalai
JimB
22
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Joined: 21st Sep 2002
Location: UK
Posted: 3rd May 2006 22:13
Very good results,thats an area I have yet to tread.
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 4th May 2006 01:14
i really wish i had zbrush, musashi's right, it needs more definition on the chest.

I don't have a sig, live with it.
Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 4th May 2006 01:19
and possible thicken the arms a bit where it is thicker on the high poly version. If Zbrush can paint normal map straight on with out the displacement maps/high polygon painting, or whatever you used, then it might be more of a benefit, or improve what you currently have.

And ditto to Manic, we all could do with Zbrush, even though I prefer Hexagon's interface and current price

Yey! I removed the sig...
A Llama called Dalai
greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 4th May 2006 04:40
Hey johnny, great stuff there. How did you get it out of zbrush and onto the model? I've been looking for tutorials for that show how to get a normal map onto the model, but i cant find it...

Good stuff though.

Blender3D - GIMP - WINXP - DBPro
Jonny Ree
19
Years of Service
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 4th May 2006 08:59 Edited at: 4th May 2006 09:08
Greenling: Just google whatever software you want to use and then Normal map. Worked fine for me .its all about importing and exporting .obj files.. then hopefully your 3D application has some sort of Normal Map projection thingy.

As for the detail. The reason its as low on detail as this is because of the size of the texture map and the UVmapping itself. As I said in the text above: This was a test, the whole model, the zBrush model and the uvmapping was done within a few hours. So it should be possible to get the result a lot better than this. However I'm quite impressed. Somehow everyone seems to think that the result should be equal with the 1300triangled models as the 300,000triangled one. Musashi, the reason for the arms is the angle of the final shot, it was taken in engine. Anyway Thanks for the comment everyone, I really just wanted to show how easy it was


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