You are doing a great work B. Too bad i am back in China and i cant see your beautiful units
You are doing a great work B. Too bad i am back in China and i cant see your beautiful units
HOLY MOTHER OF &$%#!!!
They're extremely well done and more detailed than I ever hoped for.
Superb job, B!! :
They are high Poly or it's a normal maps???
@meliritos
Thanks, I can send the previews for you via e-mail if you're interested.
@X4V3R
Thanks to you too. I wanted to achieve the exact effect on the audience as you reacted! I put kinda big effort to make them cause I really can't tell why but they were and are really my favourite unit.
@Turambar and death
The total polycount of the model is "5031" so it's far under the 6000 that is in Alletun's tome the advised max poly number. I'm trying to never go above 6000 with my units..the total filesize of the mesh is even kinda small it's 195KB. Actually all the unit's I've created so far are under 200 Kb.
I painted a black and white height map for them and that's what I converted to normal map..so the answer to your question is. normal map.
Last edited by Briarius; August 27, 2011 at 05:52 AM.
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You are working with photoshop???
PS:I will check what is this heigh map
Hi, yes PS is the best. I can't afford a legal copy but my workplace had. Anyway, the height map is a very simple black and white image, like this:
Spoiler Alert, click show to read:
Where you want to make the flat geometry look like bumpy or higher, you paint it white, black is the lowest and the grey values are inbetween heights. After you painted this map for your unit, you make it inverse and apply the Nvida normal map filter.. (Of course there should be done some more fine tuning and tweaking but that's the basic process behind my normal maps).
I could make a tutorial about it..but actually there are some pretty good ones already from
sumskilz
http://www.twcenter.net/forums/showt...=normal%2C+map
phoenix[illusion]
http://www.twcenter.net/forums/showt...=normal%2C+map
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The main problem is that i have gimp but you say that i must do black and white image and then make normal maps.
I will check those tuts and do some exercise with gimp...
this is grate lookin stuff you have much tallent cant wait for more
Holy - Those Bre Unor are magnificent! I'm a long time Myth Fan- and you are doing this game justice in so many ways- I dig all of it! Bravo.
If you're looking for another cavalry option- don't forget the one and only swineherd :
Of course, use my mail to send anything you want, even vidoes if you like, because u-tube will not work for me here.
As for the normal maps, there is a way to get normal maps directly from 3dmax when rendering to texture. I am using this method to do my maps and they get all the details you put on your bump maps as well
@Turambar and death
Gimp should do the job as well! Try out those tutorials!
------------------------------------------------------@mckain666
Thanks man.
------------------------------------------------------@remedial
Thank you, I'm glad you like it. I will definitely put this swineherd as an easter egg unit later.
------------------------------------------------------
@meliritos
I'll collect some materials for you and send it. . I've never used that normal/bump map export option in 3dsmax, it's easier for me to make the base of my normal map in PS. But thanks for the tip!
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Great unit.
You can try using Crazybump for normals, it makes normals out of height maps same as the nvidia plugin but with better results. Just have to watch out for seams that might get more noticeable. They have a 30 days trial.
Your textures are already outstanding so better normals are not essential.
Thanks Louis Lux. I didn't know that software. But still seams generated by normal map happens to me sometimes as well..I always try to make the diffuse texture as seamless as possible,and after I make the normal map, some seams occur.(most likely because of the mirrored UV-maps.) It's really a pain in the a**, to get rid of those.
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YES!!!!!!!!!!!!!!!!!!!
This is a great normal mappig kit (also freeware !) http://www.cgted.com/#home
Here's a tutorial for it : http://www.philipk.net/tutorials/ndo/ndo.html
You can also use xNormal (also freeware) to generate high-quality normal and AO maps from high poly models, which you can then apply to a low-poly model
Oh, and that unit is very, very nice Briariuss ! Once again i am astounded
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Simply... Wow!
Thank you tyler.
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Epic fail with torch but i will post it:
Last edited by T&D; August 28, 2011 at 01:47 PM.
Well. You are a one aren't you Bri? Beautiful as ever. Talk soon, yes?