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Thread: The awesome powers of normal mapping

  1. #41
    Alletun's Avatar Artifex
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    Default Re: The awesome powers of normal mapping

    Quote Originally Posted by EpicJon View Post
    For my textures, i use a program called CrazyBump. Its pretty good. Never tried it with anything on the TW games yet though.

    -EJon
    CrazyBump is a very nice program. Havn't tried it myself but i've seen people use it to great effect.
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  2. #42

    Default Re: The awesome powers of normal mapping

    Really good, trust me I used it for game textures, and believe me it looks very nice


    -EJon

  3. #43
    Opifex
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    Default Re: The awesome powers of normal mapping

    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.


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  4. #44

    Default Re: The awesome powers of normal mapping

    Well, maybe the detail of the normal map.


    -EJon

  5. #45

    Default Re: The awesome powers of normal mapping

    Sorry I took so long:

    The texture.

    The normal.
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  6. #46

    Default Re: The awesome powers of normal mapping

    Wow... Just, wow.

  7. #47

    Default Re: The awesome powers of normal mapping

    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
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  8. #48
    Argent Usher's Avatar [sɪθlɔ:d]
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    Default Re: The awesome powers of normal mapping

    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 Argent Usher; August 26, 2008 at 09:06 AM.
    Those who dream by day are cognizant of many things that escape those who dream only at night.” Edgar Allan Poe

  9. #49

    Default Re: The awesome powers of normal mapping

    it is very nice shame it takes so long to work

  10. #50
    Opifex
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    Default Re: The awesome powers of normal mapping

    Quote Originally Posted by AlphaDelta View Post
    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
    Of course you can limit yourself in how much detail you want to put into it. And once you make it, you can use this map for all of the same-looking units. I think it could be quite time effective, actually!
    Last edited by SigniferOne; August 27, 2008 at 12:06 PM.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
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  11. #51
    Opifex
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    Default Re: The awesome powers of normal mapping

    Quote Originally Posted by Argent Usher View Post
    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)
    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?



    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
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  12. #52
    Argent Usher's Avatar [sɪθlɔ:d]
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    Default Re: The awesome powers of normal mapping

    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.
    Those who dream by day are cognizant of many things that escape those who dream only at night.” Edgar Allan Poe

  13. #53
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    Default Re: The awesome powers of normal mapping

    Quote Originally Posted by SigniferOne View Post
    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?

    Please elaborate.

    Also the left picture looks more real compared with the right one.
    Last edited by Banzai!; September 03, 2008 at 05:42 PM.

  14. #54

    Default Re: The awesome powers of normal mapping

    Quote Originally Posted by Mylae View Post
    pretty incredible. M2tw peasants (as well as other units) have default low-quality settings for textures and models. you are giving us well-defined and high-quality units.

    p.s.: what are you doing recently? are you interesting in *hem* giving a helping hand?
    Those are still pretty much Low-quality units. Z-Brush (to my understanding, I'm a 3DS MAX and Silo modeler,) does not change the amount of poly's or tri's said object has, yet it defines the base mesh, so you get what you see, without the high poly count.

    I think..

  15. #55
    Opifex
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    Default Re: The awesome powers of normal mapping

    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.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  16. #56
    gogo t's Avatar BULGARIAN
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    Default Re: The awesome powers of normal mapping

    Hummm did I make it ?
    MORAL

  17. #57

    Default Re: The awesome powers of normal mapping

    Very nice technique especially for some real scary faces

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  18. #58
    gogo t's Avatar BULGARIAN
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    Default Re: The awesome powers of normal mapping

    I fixed it
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  19. #59

    Default Re: The awesome powers of normal mapping

    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 ?

  20. #60
    gogo t's Avatar BULGARIAN
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    Default Re: The awesome powers of normal mapping

    one more
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