arma:texturing:normal_maps
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
arma:texturing:normal_maps [2007/10/19 14:23] – added more info tips snakeman | arma:texturing:normal_maps [2024/08/01 14:38] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Normal Maps ====== | + | ====== |
+ | |||
+ | [[https:// | ||
+ | |||
+ | **ArmA 1** aka Armed Assault (ArmA) | ||
====== Overview ====== | ====== Overview ====== | ||
Line 7: | Line 12: | ||
Say goodbye to dull surfaces with 3D World' | Say goodbye to dull surfaces with 3D World' | ||
- | If you aim to work in games, it’s worth playing around with normal mapping. Now one of the industry’s hottest topics, normal maps make the surface of a game model look much more detailed and impressive. This detail is displayed in real time: the images in the article are screengrabs, not renders. To create a normal map, a 3D software package samples the directions in which the surfaces of a detailed model (a higher-resolution version of the in-game object) face, storing the information as coloured | + | If you aim to work in games, it’s worth playing around with normal mapping. Now one of the industry’s hottest topics, normal maps make the surface of a game model look much more detailed and impressive. This detail is displayed in real time: the images in the article are screenshots, not renders. To create a normal map, a 3D software package samples the directions in which the surfaces of a detailed model (a higher-resolution version of the in-game object) face, storing the information as colored |
At present, a common approach is to build the hi-res source model immediately, | At present, a common approach is to build the hi-res source model immediately, | ||
Line 14: | Line 19: | ||
====== ArmA guys ====== | ====== ArmA guys ====== | ||
- | Panda[PL] on [[http:// | + | Panda[PL]: IIRC one of devs once said how specular texture should look like:\\ |
Red = diffuse\\ | Red = diffuse\\ | ||
Green = specular\\ | Green = specular\\ | ||
Blue = specular power.\\ | Blue = specular power.\\ | ||
- | So if you don't intend to change specular power and diffuse then both R and B should be both set to full. If diffuse is not all white (full) then the material gets darkened, if Blue is not all white then the value you imput as specular power in rvmat gets multiplied by this value (which is treated as a number | + | So if you don't intend to change specular power and diffuse then both R and B should be both set to full. If diffuse is not all white (full) then the material gets darkened, if Blue is not all white then the value you input as specular power in rvmat gets multiplied by this value (which is treated as a number |
Panda[PL]: The problem with specular map is: it needs two channels to work! The texture is 2D, so one channel supplies only information on how the light is applied along one axis. | Panda[PL]: The problem with specular map is: it needs two channels to work! The texture is 2D, so one channel supplies only information on how the light is applied along one axis. | ||
My advise on normal maps:\\ | My advise on normal maps:\\ | ||
- | 1) draw a height map (lighter | + | 1) draw a height map (lighter |
2) use programs like Xnormal to convert it to normal map.\\ | 2) use programs like Xnormal to convert it to normal map.\\ | ||
The correct channel settings seem to be:\\ | The correct channel settings seem to be:\\ | ||
Line 75: | Line 80: | ||
In this turitorial I'm going to show you how to make a new normal map for a us soldier. I'm using my own diffuse texture as an example to show you what I want the new normal map to be based on. | In this turitorial I'm going to show you how to make a new normal map for a us soldier. I'm using my own diffuse texture as an example to show you what I want the new normal map to be based on. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
As you can see in the diffuse texture , most of the changes are on the vest and the new armpads. The rest of the texture will look great with the original normal map. So this means that I'm going to add my own vest and armpads to the original normal map. | As you can see in the diffuse texture , most of the changes are on the vest and the new armpads. The rest of the texture will look great with the original normal map. So this means that I'm going to add my own vest and armpads to the original normal map. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
But how do you do this? | But how do you do this? | ||
Line 93: | Line 98: | ||
Now you have somthing like this: | Now you have somthing like this: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Use the xNormal plugin and choose Height2Normals. | Use the xNormal plugin and choose Height2Normals. | ||
Line 109: | Line 114: | ||
Looks finished now don't it? | Looks finished now don't it? | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Not quite. | Not quite. | ||
Line 117: | Line 122: | ||
Now you see this: | Now you see this: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Select the whole image\alpha picture and copy it, select RGB channel, then paste so that you get a copy of the alpha channel in a regular RGB layer and can modify it as you wish. | Select the whole image\alpha picture and copy it, select RGB channel, then paste so that you get a copy of the alpha channel in a regular RGB layer and can modify it as you wish. | ||
Line 135: | Line 140: | ||
Have fun! | Have fun! | ||
- | Source ([[http:// | ||
===== Normal Maps Tutorial by Skaven ===== | ===== Normal Maps Tutorial by Skaven ===== | ||
Line 377: | Line 381: | ||
(as a side note, I didn't just write it for myself. Somebody on Ars Technica' | (as a side note, I didn't just write it for myself. Somebody on Ars Technica' | ||
+ | |||
===== Nvidia Tools ===== | ===== Nvidia Tools ===== | ||
- | Nvidia tools are supposedly doing normal maps (automatically?), some filters or something. Check out [[http:// | + | Nvidia tools will create |
Includes: | Includes: | ||
Line 453: | Line 458: | ||
ORB is another normal map generator, converts 3D models into normal maps. Also generates displacement maps, diffuse maps, vertex-color maps. Imports ASE/OBJ/LWO formats. Previewer included. [[http:// | ORB is another normal map generator, converts 3D models into normal maps. Also generates displacement maps, diffuse maps, vertex-color maps. Imports ASE/OBJ/LWO formats. Previewer included. [[http:// | ||
+ |
arma/texturing/normal_maps.1192803780.txt.gz · Last modified: 2007/10/19 14:23 by snakeman