Desiging Normal Maps – Art Assets – The Dark Mod Forums

You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality. The step from my greyscale image to the normal map I've done with Gimp and the normalmap plugin. In detail it's a conversion of a heightmap to a normalmap: dark areas are low and light areas are high. That's it. You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality. I load the image for witch I wat to create a normal map as background image into corel draw. Then I draw edges of the ornaments of the image as objects within another new layer. Refering to the height of these ornaments I fill these objects with appropriate shades of grey. Then I export this layer as a tga-image. I never worked with Corel Draw, so I couldn't really follow every step, but I'm quite surprised, that it works, because how does the normalmap plugin know, which part is lower and which is higher, when you just paint the outlines in another color? Apparently, according to the D3 wiki (links at doom3world.org), diffusemaps should be slightly darker than usual (normal textures) because no surface gives off as much light as they recieve... remember diffuse is LOCAL COLOUR, ie. what colour the surface is, shouldn't be shaded etc. I'm not sure what to think, really. I mean, photo-sourced diffuses look fine as long as you get rid of the really big or dark shadows, but in theory they should just be like: The rest of the detail should be in the normalmap, all the creases and contours that you would, in more primitive engines, paint into a single texture. The step from my greyscale image to the normal map I've done with Gimp and the normalmap plugin. In detail it's a conversion of a heightmap to a normalmap: dark areas are low and light areas are high. That's it. The step from my greyscale image to the normal map I've done with Gimp and the normalmap plugin. In detail it's a conversion of a heightmap to a normalmap: dark areas are low and light areas are high. That's it. The reason I use Corel Draw (vector manipulation) than a paint program (pixel / bitmap manipulation) is, that I have more possibilities concerning the manipulation of the objects (rotating mirroring, etc). For example the is a tile that looks symetrical, but not 100%, I first design the first half, mirror it and adjust the few last inaccurate points. Here is a screenshot from Corel Draw while I was wokring on the tiles (see my first post). The thin dark lines are the edges of the gray areas. Source.


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Last Modified: August 29, 2014 @ 12:00 am