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3 Dimensional Chat / Normal mapped demon

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Seppuku Arts
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20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 8th Dec 2006 20:08
Hey dudes, I'm trying to model a warhammer demon, its low poly so far, and I tried my hand at normal/bump mapping for the first time, they're all rendered. (I would have a DBP version, but I'll make one later, simply due to exportation errors, one DBP wouldn't load, one would apply the normal map, but no texture, even if told to by DBP, and one where I can't even make out the normal map which looks edgy when loaded into DBP outside of my game engine...)





And this is the edgy version anyway, see the normal map isn't as defined as I would like and not to mention the edgyness, I'm going to download wings, import the export.
http://i5.photobucket.com/albums/y173/seppuku05/ingamedemon.jpg

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
5Louiz
18
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Joined: 15th Nov 2006
Location: Brasil
Posted: 8th Dec 2006 21:22
You can smooth those edges by changing the shading mode to gouraud.

Nice head, by the way

Seppuku Arts
Moderator
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 8th Dec 2006 23:24
Thanks, the smoothing issue is DBP, all of my issues were export problems, with the Cinema 4D 6's 'Xport' plugin, DBP couldn't read the object, with C4D 6's built in exportor, the material was black and wouldn't let you apply textures in DBP, same for TrueSpace 3.2 but white instead of black, the edgy one was a .obj to .x conversion from within Lithunwrap which appears to not store smoothing data.

However the problems is solved, I tried it through wings, the format is .3ds which is the down side, but when I get myself another job, I'll grab a more game orientated tool, simply because all of my tools at the moment are more CG.

SO, here it is in DBP, the normal maps aren't as defined, but I'm going to try it with parallax mapping as well (mix of offset and normal mapping)





"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 11th Dec 2006 10:52
your maps looks far too low resolution sep, its all a bit blurry and seamy.

I don't have a sig, live with it.
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 11th Dec 2006 19:21
Fair enough, but I did do 512x512 maps, perhaps I should enlarge them and go over them in photoshop, I mean I did use Hexagon's built in painter, which isn't very good .

Cheers

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
Manic
22
Years of Service
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 12th Dec 2006 15:12
odd, that should be fine at 512^. Did you just paint the normal map, or is it projected?

I don't have a sig, live with it.
Seppuku Arts
Moderator
20
Years of Service
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Dec 2006 17:39
It could be just Hexagons painting tools didn't agree with my UVMaps and the brush probably did something weird. What I did for the normal map was, grab the texture, desaturate it in photoshop and darkened the shadows as PS calls it and then used MikeS's normal map generator to make the gradient map into a normal map.

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo

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