Author Topic: Normal mapping and the UV map (kinda important)  (Read 12293 times)

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Re: Normal mapping and the UV map (kinda important)
Cool! Now could you explain how, please  :)
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Offline DaBrain

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Re: Normal mapping and the UV map (kinda important)
You create a plane, set a really high number of tiles (like 200*200), not too much to crush your PC though(!) and apply a displacement modifier on it. Now you just use your height map as displacement map.

That's it. :)
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Re: Normal mapping and the UV map (kinda important)
Oh that... ehh, was hoping for something useful on existing models. Sorry DaBrain.  :blah:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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"Quick everyone out of the universe now!"

 

Offline DaBrain

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Re: Normal mapping and the UV map (kinda important)
Flipside was talking about a plane too...
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Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
@Scooby_Doo

MAX can do exactly the same... just as sidenote. ;)

technically speeking so can truespace, well sort of :D
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Offline Colonol Dekker

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Re: Normal mapping and the UV map (kinda important)
Mapping is the only Bane in my otherwise happy Modelling world.......
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Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
You'll find most companies create their normal maps from the UV Maps not the models themselves, it's a lot easier and using the technique above, actually is more accurate ;)

It's only a few compaines that go really AWOL on their Normal maps to be honest :)

 

Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
im probibly gonna only do a partial normal map from a high res mesh, curved surfaces mainly, as thats the main binifit of normal maps. most of the blockey parts of the ship a simple planner normal map will work fine on.
« Last Edit: September 28, 2006, 11:33:36 pm by Nuke »
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Re: Normal mapping and the UV map (kinda important)
Oh they painted it on manually... well that looks a LOT easier than trying to create a million beveled panels.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

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Re: Normal mapping and the UV map (kinda important)
Ok I shouldn't have said that. I'm having no luck here...  :confused:

Heres the diffuse map:

and heres the normal map (applied it to the displacement map)



With mentalray this is all I'm getting:

this was a basic cube... all it did was blow out the sides, but it still doesn't have any depth in the grooves
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline wolf

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Re: Normal mapping and the UV map (kinda important)
Heres the diffuse map:

That diffuse map has already applied lighting. It should contain only the color data (like it's fully lit).

 

Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
yep, thats another thing i gotta do. get rid of all my painted on lighting effects. i use alot of those, so that makes my work harder. in fhe future im just gonna paint flat, but that doesnt change the fact that i have to remix 20 or so textures. fortunately most of it i can do simply by tweaking render styles.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Re: Normal mapping and the UV map (kinda important)
Ok I replaced it with a pure white texture, and then a nice blue/white cloud texture... results same as above.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Turambar

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Re: Normal mapping and the UV map (kinda important)
i wonder if we can get shadows working right.  with this and shadows, i could do away with fake lighting altogether
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Re: Normal mapping and the UV map (kinda important)
real time shadows? slow, low-detailed and expensive compared to the free, high-detailed fake lighting.  (at least when it comes to self-shadowing)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
cant normal mapping get you some degree of shadowing. if the pixel normals of a downseam on a panel point away from the light, they will cast a dark line on what would usualy be a dark edge of a bevel effect in the diffuse map. thus it would apear correct from any angle.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Re: Normal mapping and the UV map (kinda important)
Woohooo I got it working....

One question how do I get rid of that rough sawedge sides?  The normal map is solid colors (no antialiaing)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
That's the pixel edges from the image conversion, if you use photoshop, best bet I've found is to apply a very slight outer-glow  effect or a semi-transparent Stroke' effect to the bump/height layer. Basically, I've been finding that non-anti-aliased lines only really work for straight lines or 45', every thing else seems to need it, which quite annoyed me since I'd made about 3/4 of a bump map before this became apparent :(

  
Re: Normal mapping and the UV map (kinda important)
Thats what I kinda figured, so I made them hard edges (this is only 0' and 90').   That cleared up a lot but there still some remaining.

Heres the normal:


and the result:


Also why are the panels blow out like that?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
Hmmm. not sure, could be something to do with the displacement setting causing the 'blow out' effect, it might also have something to do with those imperfections in the groove. Are you able to turn down the amount of displacement/bump used?