Author Topic: Model and Normal Maps Status  (Read 161679 times)

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Offline colecampbell666

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Re: The Big Normal Maps Thread
 :( Now I really want a new PC. I love you people.
Gettin' back to dodgin' lasers.

 

Offline DaBrain

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Re: The Big Normal Maps Thread
And more:







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Offline DaBrain

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Re: The Big Normal Maps Thread
Shivan cruisers! (Only the front part and the arms so far...)







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SoL is looking for a sound effect artist
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Re: The Big Normal Maps Thread
Holy Crap! My 6200 cries. Wait, Crysis has already done that. My 6200 rolls over and dies.

    |[===---(-         
    ||
 =(||==)_
    ||_____|
 =(||==)
    ||                   
    |[===---(-                             

"Take my love. Take my land. Take me where I cannot stand. I don't care, I'm still free. You can't take the sky from me. Take me out to the black, tell them I ain't comin' back. Burn the land boil the sea, you can't take the sky from me. There's no place I can be since I've found Serenity. But you can't take the sky from me." - Ballad of Serenity

 
 

Offline TrashMan

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Re: The Big Normal Maps Thread
Simply beautifull...One of these days I got to learn how to make those :P
Nobody dies as a virgin - the life ****s us all!

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Offline colecampbell666

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Re: The Big Normal Maps Thread
You do know that Inferno has an HTL Cain/Lilith? Ask them for it for the MVPs.
Gettin' back to dodgin' lasers.

 

Offline castor

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Re: The Big Normal Maps Thread
The Toth really needed that!! Though, the HP/NM-Zeus is still my favourite :)

 

Offline DaBrain

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Re: The Big Normal Maps Thread
Imho this is the best one so far... too bad it's an FS1 ship. :p





Somehow it really worked out. Looks more like a ship from Eve Trinity now. ;)
« Last Edit: December 09, 2007, 04:40:45 am by DaBrain »
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Offline Kaboodles

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Re: The Big Normal Maps Thread
 :yes: Very nice.

I don't like the Thoth's map as much though.  I'm not sure how to describe it , but the plates' sloped edges are too big, so the distance between the top of each adjacent plate is too large.  The valleys are too wide, I guess would be a better way to put it. 

 

Offline TrashMan

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Re: The Big Normal Maps Thread
Holy jumping Jupiter! Call me crazy and paint me red! That looks like a totaly different model completely :eek:
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Snail

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Re: The Big Normal Maps Thread
Scarab... Whoah...

 

Offline Herra Tohtori

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Re: The Big Normal Maps Thread
Testing testing...









Nowhere near as good as the others. Yet. ;)
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Offline DaBrain

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Re: The Big Normal Maps Thread
Good enough to be in the MediaVPs.  Nice! :yes:

Can you send me the normal and bump/height map?
(DaBrain prefers uncompressed maps ;) )
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Offline Herra Tohtori

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Re: The Big Normal Maps Thread
Height map... haven't really gotten that to work properly. :shaking: It makes some freaky things appear and I ron't know how to fix it, but I can send what I've got anyway.

I fixed some stuff going on on the cockpit glass, though. It's still not perfect; there's something fishy (pun not intended) going on in the cockpit (honestly, pun still not intended!) area, but whatever.

Bakha maps

Includes:

- 1024^2 main texture
- shinemap
- optional glowmap - use if you wish
- normal map

these are all as ready to use DDS files. AS far as source files go, there's

-elevation file, which I made as a basis for normal map (this is as close to uncompressed source as you can get, because:)

-bakha_normalmap.tga, which was made with nVidia DDS tools - I converted the elevation file into normal map with -n9x9 command, which already put some compression into the image. I took the top layer and saved it as this file (bakha_normalmap.tga) but the compression artefacts are still there. If you can make an uncompressed normal map of the elevation file, be my guest. Incidentally, the reason for 2048 resolution is the fact that the conversion puts artefacts into the image, and I blurred them a bit out on higher resolution before resizing to 1024...

-bakha_normalmap_contrasted_1024.tga is what I needed to do to make the normal mapping have any reasonable effect on the model. Unfortunately, contrasting also brought out the aforementioned compression artefacts, which I tried to blur/paint out from strategic locations, like the cockpit glass for example. This is the file I converted into the final DXT5nm format, which is the fighter2v-03A-normal file.


EDIT: There are a lot of minor mis-alignments in both base map and normal map. If you deem them good enough for the MediaVP's so be it.

Here are some more images of the slightly modified maps (compared to the last batch of shots, that is):











On the last picture you can see some of the compression I was talking about... increasing the contrast also brought that with it. It looks bad on some places, but with the diffuse map on it isn't really noticeable anywhere else but the cockpit glass, from which I took the time to pain the compression artefacts away manually, so it works reasonably well. :)


If you also want the uncompressed formats of the main texture and shinemap, I'll see if I can still find them... :nervous:


EDIT2: Downloaded normalmap plugin for GIMP. Got rid of nvDXT's compression problem. ;)
« Last Edit: December 09, 2007, 09:44:59 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline DaBrain

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Re: The Big Normal Maps Thread
One hint to improve the normal map.

You interpreted this part on the diffuse map like this on the height/bump map (for generation):


I think those were ment to be ribs. Somewhat like this:



There are quite a few parts like this on the map. Especially the top plates need fixing, cause they're not really plates in the normal map.
« Last Edit: December 10, 2007, 03:07:55 pm by DaBrain »
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Offline Kaine

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Re: The Big Normal Maps Thread
I agree with DaBrain, ribs would work much better there. I'm really stoked that the community is jumping on the normal mapping work so fast, it's awesome :D

 

Offline colecampbell666

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Re: The Big Normal Maps Thread
I know! We've already got like 10 ships mapped.

EDIT: Which is amazing, considering that only 40 or so are HTL'd
Gettin' back to dodgin' lasers.

 

Offline Cobra

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Re: The Big Normal Maps Thread
Is there any chance we can have some of these normals? I want them now. :D
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
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Offline ZylonBane

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Re: The Big Normal Maps Thread
I guess I'm the only person who's wondering why this great new feature is being used to make all the fighters look like parade balloons.

Seriously people, sometimes military hardware actually has flat surfaces. And when it has visible plate joins, the gaps aren't a foot wide and a foot deep.

For the love of god, please, don't go all lens-flare with this.
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