Unit makers Tome of Knowledge:
http://www.twcenter.net/forums/showthread.php?t=127787
Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
http://forums.totalwar.org/vb/showthread.php?t=90663&page=2
Third Age: Total war. Modeling and Skinning. Working on Isengard.
Really good, trust me I used it for game textures, and believe me it looks very nice
-EJon
Epic Jons Workshop | Tamriel: Rise of Cyrodiil | NEW! EpicJons Modeling Tutorials | NEW! The Mummy: Total War | Complete Byzantine Unit Roster
Click one of those links above. Why? because...
See I don't know how else the normals can look, other than in vanilla MTW2. I want to believe they can produce the effects in the first post, but I'm having a hard time imagining how they could do it. That's why I asked Tchouk to release one unit, to see what makes that difference between vanilla normals and his.
Well, maybe the detail of the normal map.
-EJon
Epic Jons Workshop | Tamriel: Rise of Cyrodiil | NEW! EpicJons Modeling Tutorials | NEW! The Mummy: Total War | Complete Byzantine Unit Roster
Click one of those links above. Why? because...
Sorry I took so long:
The texture.
The normal.
English 1.0 Studia Marka™
Wow... Just, wow.
There's nothing new about this technique, but it's an interesting tech demo for the Med2 engine.
However, I take my hat off to anyone who produces an entire mod using these high-poly-made normal maps. There is a huge amount of extra work in modelling high poly versions of every mesh in the mod. This coupled with the fact that it's more or less overkill for a strategy game, means that it's unlikely that this technique will get wide-spread use.
Cheers
Just a info each should read this here:
http://wiki.polycount.net/Normal_Map
This site is very very good and has a lot of useful informations.
Check all tut's and links. Especially all tut's of Scott Warren and Ben Mathis (Painting)
Regards A.U.
Last edited by SigniferOne; August 27, 2008 at 12:06 PM.
Excellent, excellent link. There are explanations with simple examples, tutorials on how to get good normals from flat textures, and lots more.
On the left is the normal you get from simply using the nVidia filter. On the right is the normal if you use the nVidia filter intelligently
Resulting difference?
I am pleased to be able to help the community. The tut's are really easy to comprehend for beginners but also useful for pro.
Yesterday i found this one here: http://www.mapzoneeditor.com/
Regards A.U.
No. All the "3d effects" you see are created solely through the normal map. I mean see the title of this thread. The mesh remains the same, yet the unit looks 5x more detailed. See my above post, with a flat stone wall on the left and a 3d stone wall on the right.
Hummm did I make it ?
MORAL
Very nice technique especially for some real scary faces
Protospatharios in the service of the Emperor.
''The world has no room for cowards. We must all be ready somehow to toil, to suffer, to die. And yours is not the less noble because no drum beats before you when you go out into your daily battlefields, and no crowds shout about your coming when you return from your daily victory or defeat.''
I fixed it
MORAL
Interesting, I tried the method outlined above with about 9 layers, not the 30 as stated and it didn't a huge impact on the texture.
gogo t - I think faces are best avoided with this method, but your clothing looks pretty good, how many layers of the normalmap did you use ? 30 ?
one more
MORAL