Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Modding Tutorials => Topic started by: Raven2001 on October 06, 2010, 01:04:07 pm
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Found this little free software for normal map creation. I haven't tried it yet, but it sounds mighty cool and powerfull.
http://www.polycount.com/2010/10/06/ndo-normal-map-creation-toolkit/
Enjoy! :)
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pretty useful, i will definately give this a go next time im doing normal maps.
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Looks awesome... Shame it's for CS2 and up only right now.
*Cries as a CS1 user* :(
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heh, i still use ps7. all the cs versions just seem slower and dont really offer any new features i need. i keep cs3 installed but i seldom use it.
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I'm using CS5. Very neat thing, especially due to its 3d painting mode (although its kind of slow).
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This is a good thing. We really should sticky a topic with all the free little extra programs. :yes:
Roadkill, the Nvidia plugins, any others that come to mind.
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This looks pretty cool.
p.s. did you read the article about how to hire an artist? It's linked to the website. I think this guy will never get full value from his artists, even if he only pays them a pittance. Keeping them in the dark! :lol:
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I seem to be running into a command "delete" missing error :confused:
Anyways... what does this do? Let you paint with normal normals?
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Its a normal map generator, kind of like the NVidia or Xnormal tool. But it has lots of inbuilt features, and alot more control than usual.
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It's TINY filesize wise. Not got a chance to try it out yet though. From what I've seen it looks quite straightforward.
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It works beautifully. You can alter the parameters of you normal map, and see the difference immediately. With the nvidia plugin, I had to save it, go look at it, go back, alter it, save it...
Unfortunately, you can't zoom in while working, and you can't tab to look at other files in photoshop while working with it.
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http://www.crazybump.com/
That works too, but all those programs are never as good as baking actually normal maps from high-poly models.
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http://www.crazybump.com/
That works too, but all those programs are never as good as baking actually normal maps from high-poly models.
Crazybump used to be good but then went pay :blah:
Also painting normal maps can be a whole lot quicker than using high-poly models (imagine trying to model with hundreds of rivets)
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http://www.crazybump.com/
That works too, but all those programs are never as good as baking actually normal maps from high-poly models.
This program is superior to crazybump, from what I recall of crazybump.
And yes, nothing beats baking the normals from an high-poly model. But that is extremely time consuming
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that meathod doesnt work very well if the model isnt made with normal mapping in consideration. if you have an old model with a lot of overlapped uv space, then its better just to use normal maps as simple bump maps.
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Lol. Meat hod. D:
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Also painting normal maps can be a whole lot quicker than using high-poly models (imagine trying to model with hundreds of rivets)
No imagination required....been there/ done that/ got the shirt
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And how long did that take you? :p
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And how long did that take you? :p
can't speak for others, but i spend rather 5 hours in Max, detailing for the normal, then 15hours in Gimp.
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And how long did that take you? :p
Ummmm.......lots?
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Where's the Thunderbolt, the Nightwing, and the Void Dragon?
:D