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SGT_FW
by Aku_Aku. 05/31/26 11:05
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XTB
by pr0logic. 05/18/26 12:27
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2 registered members (TipmyPip, Lapsa),
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guests, and 2
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Key:
Admin,
Global Mod,
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: lostclimate]
#275704
07/02/09 08:24
07/02/09 08:24
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Bay City, MI
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Modified more to make it much better, especially for sculpted models. An Example of the way it looks:
Last edited by lostclimate; 07/02/09 08:40.
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: lostclimate]
#275749
07/02/09 09:43
07/02/09 09:43
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Joined: Apr 2008
Posts: 2,488
ratchet
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No ot make you mad Lostimate but : Looks like an old low poly model with low res texture. You need highter resolution textures. And sorry but the shader effect is not very noticeable !!
For Blender a fast ,easy solution is in Gimp : -You turn your normal map to Black and White depthmap. -You invert colors -You turn it to normal map.
Well, Blender is special or is it A7 that have a special normal map shader ?
Last edited by ratchet; 07/02/09 09:47.
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: ratchet]
#275787
07/02/09 11:30
07/02/09 11:30
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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your "solution" is messed up in sooooo many ways. The problem with it is that blender exports differently than most engines handle because most engines do it the way doom3 does, that is stores the values of 0-225 mapping the z distance between -1 and 1, since negative values are culled out anyways, blender stores the full value in the positive, so the z depth has a higher resolution. The result is the typical normal mapping shaders looking a lot flatter than it should, the solution is mapping the z (blue channel differently). as far as the picture, it is very low resolution, but the normal map is visible if you look at the chest near the top of the tie, that is all basically flat polygons, all the wrinkles are from a sculpted normalmap. a slightly higher res with only the normal mapping on. model is 1905 triangles. EDIT:for comparisons sake: As far as the critique, you should probably check out the resolution of an image (and how much of the texture you can see on it) before your critique the resolution of the texture
Last edited by lostclimate; 07/02/09 11:33.
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: lostclimate]
#275813
07/02/09 12:54
07/02/09 12:54
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Joined: Apr 2008
Posts: 2,488
ratchet
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Well ... You should tell ot Blender forums for normal map not done like in others modelers ! Well not to discourage you, and don't take my thoughts too seriously  : - Lot of work on the face, is it a zommbie ?? - The noise on clothes is strange in the pants and its is not what will really counts for normal maps ! - no real work on clothes , missing lot of wrinckles : there is no detail on clothes , they are plane as HEll  (only some around the tie) Foolow this example for low poly face and for clothes normal map wrinckles : AAA Clothes wrinckles normal map Another clothes Ok , you can go back to work and remake your model 
Last edited by ratchet; 07/02/09 13:05.
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: ratchet]
#275827
07/02/09 13:11
07/02/09 13:11
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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what he showcasing here is the shader not the model from what i undestand from the first post
Last edited by Quadraxas; 07/02/09 13:11.
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: Quad]
#275838
07/02/09 13:25
07/02/09 13:25
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Thanks for the shout-out lostclimate  @ratchet: Don't take this the wrong way, and I don't know if you already know this, but since your English isn't very good it is often difficult to understand what you are saying, or (sometimes more importantly) the way you are saying it. It often comes across very rudely. Not just in this thread, but in other threads. Please take this as constructive criticism  The topic in this thread is not how you feel about lostclimate's model, it's the normalmapping. I stumbled across what I thought could've been the reason Blender normalmaps weren't showing up properly in A7, and lostclimate wrote and tested and confirmed the solution, updated the wiki with a new version, and announced it here for anyone who's had the same issue (and rewarded me generously for something that didn't take any effort on my part  ). If you want to just edit the image in GIMP and use the same shader as you used to, no dramas: Go to Colors->Levels, change the Channel to Blue, and move the left-most arrow in "Output Levels" up to "128", then hit "OK". But why change the normal maps of all the models you made in Blender, when you can just make one change to the shader and forget about it? Well ... You should tell ot Blender forums for normal map not done like in others modelers ! We don't know if it's specific to Blender. It's just two different ways to do it. One is potentially more accurate in the Z-axis (Blender's, though I don't think accuracy has ever been an issue), while the other is more straight-forward (I don't know which one is more standard). If you use a different normalmap-creator, you should find out if the Z-axis is encoded the same way as the other axes to determine which shader you'll use. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: New NMapping shader on the wiki[full full SpecMap and Blender]
[Re: JibbSmart]
#275899
07/02/09 17:42
07/02/09 17:42
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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haha, ratchet, you should show me a business suit with all those wrinkles in it, because I'll gaurentee the owner does not have a job.
Last edited by lostclimate; 07/03/09 00:29.
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