Decals

Having a problem with a shader or texture
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nemNEMnem
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Joined: Sat Aug 20, 2011 11:11 am
Location: Germany
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Re: Decals

Post by nemNEMnem »

mhm... i always used _n maps, its the fastest and easiest way, cause you dont have to recompile the map.
but we need a good tutorial for creating them, cause rylius sayd me that that doesnt look very good:
zukunftja.jpg


can you say me what i made wrong?
the texture:
stone_bricks1.jpg

and the normalmap:
stone_bricks1_n - Kopie.jpg
for a big tree, you need a small axe.
--Bob Marley--

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: Decals

Post by ValkoVer »

Its too noisy. Remove this image ASAP, or Rayne will get heart attack when he see it.

https://hkn.eecs.berkeley.edu/~akovacs/ ... ormals.png

This is how it should look

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Rayne
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Re: Decals

Post by Rayne »

Sweet mother of lord my Jesus what in the hell is that. I said this before I'll say it again, do NOT use those crappy plugins. They do the shittiest job imaginable. Get crazy bump and you get a 30 day free trial, after that it's all up to you how you want to renew your license.
First of all you don't need that much depth on a texture like bricks, and lose the fine details.
Second, those 2 little squares, if the first fully gray one is your alpha channel and you use that kind of an alpha channel on all your normal maps then you have to redo all your alpha channels.
An alpha channel is a filter, so it has to reduce the specular level on certain parts of the diffuse map. A single shade of gray alpha channel only tones it down. Use the diffuse map, pick a channel with best contrast (not the darkest channel, the one with best contrast, so it must contain some variety).
You have to know what kind of material it is. In your case it's a brick texture. Bricks are rough, matte, low specular level or none at all.
You can use the _n map to add some occlusion and thus depth, much better than adding specular on a matte surface.
Third, that is a really bad looking texture. It looks as tho someone raised sharpness on a blurry texture in an attempt to make it look good and ended up with a load of noise.

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xandaxs
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Location: Oeiras, Portugal

Re: Decals

Post by xandaxs »

[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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Rayne
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Re: Decals

Post by Rayne »

I'd like to see him making a normal map of something a little more complex than few squares.
Those videos are a total waste of time.

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xandaxs
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Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal

Re: Decals

Post by xandaxs »

well, I use Crazy Bump or ShaderMap..

Usually both andd i compare which one make provides better results-
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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DagF
Posts: 277
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Re: Decals

Post by DagF »

What about making normal map based on 3d models?
I might be able to make a wall out of a real wall by using lots of photos.

I was thinking doing this, exporting a texture from the wall, make a normal map in blender or in max and export this as well.

Tell me if the idea sucks balls, but keep in mind that i will do it anyway just to see what result i can get out of it.

I't might become the wurst try yet or it might turn out ok.
Image

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xandaxs
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Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal

Re: Decals

Post by xandaxs »

It usually turns out to be good..
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: Decals

Post by Rayne »

DagF wrote:What about making normal map based on 3d models?
I might be able to make a wall out of a real wall by using lots of photos.

I was thinking doing this, exporting a texture from the wall, make a normal map in blender or in max and export this as well.

Tell me if the idea sucks balls, but keep in mind that i will do it anyway just to see what result i can get out of it.

I't might become the wurst try yet or it might turn out ok.

It's common practice in game development to use high poly models to generate normal maps that will be applied on low poly models to make them look better.
I say go for it.

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