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Silgrad Tower from the Ashes
Redoran Buildings Progress Thread (1) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Redoran Buildings Progress Thread (1) (/Thread-Redoran-Buildings-Progress-Thread-1)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46


- Zarf - 04-12-2006

What my normal maps are is really just a guess on Photoshop's part. It takes height information based on luminance, if I am correct, of a grayscale image. It's REALLY easy to do. All you have to do is download and install the
NVIDIA Normal Map Filter
. It will add the option "NVIDIA Tools" under the "Filters" menu.

These maps are just perfect for organic things, since they don't really have a definate pattern and don't need specific parts to be higher than others. When I make the border textures, I'll probably have to do some touchup to the normal maps in order to raise the border above the rest of the texture, but all is speculation until I figure out exactly how I want to do things.

Some day, I'll learn how to create normal maps from high-poly objects in 3DS Max, but finals are comming up and I'll barely have time to work on textures anyway. Expect to see a far better version of that wall texture later today. Smile


- batman - 04-13-2006

Cool, thanks for the link :worship: (i've been looking for an action or filter to generate normal maps from texture maps for a while!)

As for the different hieght problem the way the normal maps work (i'm pretty sure...) is based on the darkness/lightness of the blue color, darken it up more and the surface will appear raised more. I plan to experiment more with this while creating the import shop items, so i'll report back to you guys on any new developments!


- Morden - 04-13-2006

You can make Normal maps in blender by adjusting the render settings, and having it reproduce the RBG colors based on the geometry of your model. The 'high to low poly model' method won't work, but for just getting your normals from a certain angle it works fine.

http://mediawiki.blender.org/index.php/Sandbox/Normal_And_Bump-Maps


Another link to a similar tutorial... it only exists as a cached version on Google, but some of the images are better:

http://72.14.203.104/search?q=cache:rWYHoKgWwQsJ:feeblemind.tuxfamily.org/dotclear/index.php/2005/08/23/43-tutorial-blender-and-normal-maps+normal+maps+in+blender&hl=en&gl=ca&ct=clnk&cd=5


I did this for a knife, but it was a low poly model to begin with, so the effect was nil... but i imagine it would work for generating a texture of your highpoly detail. If not, there's always photoshop of course.


- Zarf - 04-13-2006

It's really a shame that Blender doesn't really support normal maps yet. I hope they implement them really soon.


- Caligula Superfly - 04-13-2006

Huh, you can use Normal maps I guess. Is that information saved in a .mtl file though? If it isn't it would be useles for anything silgrad. Sad


- batman - 04-14-2006

the normal maps are separete .dds's from the textures, they can concivab;y be appied to anything with a texture (i think)


- Caligula Superfly - 04-22-2006

I made some outer wall stuff.

Im sorry for how long it took to get working on it. I had started a while ago actually, but my computer had froze in the middle of saving and I lost the file (I need to get new ram, my current stuff it buggy). Anyway, it may be hard to see some of the details. I have some subtle curves and stuff on the wall's surface that blender can't light all that well. Perhaps it will show up better in max, I don't know.

The model reminded me alot of the ghost fence, if you guys think I should do something to it to make it look a bit more "redoran" let me know.


- Razorwing - 04-22-2006

I think they look good.


- Caligula Superfly - 04-22-2006

Thanks. Smile

Is there anything you would add? I dunno, im looking at it and I just feel like its a bit plain. I think Im still going to try and spice it up a bit, I dunno what Im going to do yet though.


- Razorwing - 04-22-2006

Quote:Originally posted by Caligula Superfly
Thanks. Smile

Is there anything you would add? I dunno, I'm looking at it and I just feel like its a bit plain. I think I'm still going to try and spice it up a bit, I dunno what I'm going to do yet though.

Maybe huge, menacing 'claws' coming out of the top of the wall and reaching down towards the viewer, both for a menacing appearance as well as making the wall seem harder to climb?