You should take a look at crazybump http://crazybump.com/ for doing the normal map.
Its pretty good at creating normals from any image, and is pretty simple to use.
On more of a side note, your screenshots are looking a little dark.
Try adding in a a Skylight and a Omni Light and setting both to 0.5 Multiplier.
The skylight can be placed anywhere and the Omni light will add intensity depending on its location.
You can also turn on Light tracing for ambient occlusion
(Rendering > Render Setup [F10] > Advanced Lighting > Select Advanced Lighting > Light Tracer)
Thanx for advices and notes, but first, I was already told alot about normal maps by Triceron, and for now I use NVidia tools to generate the texture-related normal maps. And second, this model will look much brighter with sc2 light. I posted 3d max renders to have some remarks before I generate normal maps and export the model to sc2.
Thanx for advices and notes, but first, I was already told alot about normal maps by Triceron, and for now I use NVidia tools to generate the texture-related normal maps. And second, this model will look much brighter with sc2 light. I posted 3d max renders to have some remarks before I generate normal maps and export the model to sc2.
I've played with smoother normal maps and different refraction indexes, but still not so exciting. Could look a bit better if I'd use a 3rd copy of the mesh to create an unblurred specularity of the glass, but still don't think it would look any pretty.
I wish we could use that mirrorry material Tosh'es armor made of in campaign cinematics.
Particle emitters can just be retextured to hide them using a 0 alpha texture like the zerg building emissives via the texture select by id method. No need for a new model there at all.
Yes, and the question is: will hidden particles consume perfomance? I think they will, even if they won't be calculated graphically (which isn't for sure), they will still be calculated spatially. All kerrigan emitters produce alot of particles, about 50-250 alive each moment. They are pretty light in calculations, but still need processor time. So, it look reasonable to give up about 0.5 - 1 mb of filesize in sake of perfomance.
@DrSuperEvil: Go I agree it looks "too perfect" to be true, could use a diffuse to remove that feeling. Also I'd like to see some work with terrain textures at the base to make it mix more naturally.
Yea, I also agree, glass look better with some noise in normal map and some semitransparent details at diffuse layer. For example, I like how pylon looked being glassifized.
upd: and there is how that glass tower look with modified normal map
Had to grab some models from wow for creeps, and it become an interesting task - to add normal and specular maps to the models to make 'em look sc2-ish. So, there is an example.
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Probably the last remaining model - the main mase. Remade moscow university building. But can't decide, should I make it glassy or texture it.
@Zolden: Go
definitely texture
@Zolden: Go
Spire needs some rings, also has the flower like thing at the base and the university crest just below. Also missing the clocks and foyer.
Otherwise nice likeness and an unusual choice of inspiration (beats the overused brandenburg gate)
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Yeah, fixed some stuff, except the foyer. The original building includes more parts, I just decided to ignore them.
@madlibrarian: Go
Well, it look good textured, but I like so much the idea to make it glassy and give it an ability to throw rocks :)
Maybe I'll make it textured and glassy simultaneously, will look like a building made of colorfur glass.
@Zolden: Go
Looking good, diffuse came out really nice.
You should take a look at crazybump http://crazybump.com/ for doing the normal map.
Its pretty good at creating normals from any image, and is pretty simple to use.
On more of a side note, your screenshots are looking a little dark.
Try adding in a a Skylight and a Omni Light and setting both to 0.5 Multiplier.
The skylight can be placed anywhere and the Omni light will add intensity depending on its location.
You can also turn on Light tracing for ambient occlusion
(Rendering > Render Setup [F10] > Advanced Lighting > Select Advanced Lighting > Light Tracer)
Formally Kinkycactus
@ZombieZasz: Go
Thanx for advices and notes, but first, I was already told alot about normal maps by Triceron, and for now I use NVidia tools to generate the texture-related normal maps. And second, this model will look much brighter with sc2 light. I posted 3d max renders to have some remarks before I generate normal maps and export the model to sc2.
There is how it look in the editor. Unfortunately, the glass one doesn't look as spectacular as I expected. So, probably, I'll use the opaque one.
For sure dude, just offering up some tips.
I wonder how it would look with the glass one as a shell for the opaque
Formally Kinkycactus
@ZombieZasz: Go
I've played with smoother normal maps and different refraction indexes, but still not so exciting. Could look a bit better if I'd use a 3rd copy of the mesh to create an unblurred specularity of the glass, but still don't think it would look any pretty.
I wish we could use that mirrorry material Tosh'es armor made of in campaign cinematics.
Tainted asked me to remove Kerrigan's particle emitters, so I increased her boobs and stuff. So, she look like a victim of plastic surgery.
Particle emitters can just be retextured to hide them using a 0 alpha texture like the zerg building emissives via the texture select by id method. No need for a new model there at all.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Yes, and the question is: will hidden particles consume perfomance? I think they will, even if they won't be calculated graphically (which isn't for sure), they will still be calculated spatially. All kerrigan emitters produce alot of particles, about 50-250 alive each moment. They are pretty light in calculations, but still need processor time. So, it look reasonable to give up about 0.5 - 1 mb of filesize in sake of perfomance.
And another model I had to create:
@Zolden: Go
Always depends if the fool wants to abuse them as zergling alternatives.
Nice use of the terrain texture it is sitting on. Very glassy.
Needs a diffuse to add some imperfection else it looks like a perfect lens (super telescope anyone?)
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go I agree it looks "too perfect" to be true, could use a diffuse to remove that feeling. Also I'd like to see some work with terrain textures at the base to make it mix more naturally.
Yea, I also agree, glass look better with some noise in normal map and some semitransparent details at diffuse layer. For example, I like how pylon looked being glassifized.
upd: and there is how that glass tower look with modified normal map
also, turned ling into glass
Not seen well on an image, but it blossoms from bud to a mature flower:
@DrSuperEvil: Go
Kerrigan is my final tier unit in my Frenzy map, so there could be over 1000 of them at a time haha.
and im no fool, Douchebag :P, hence why i had him remove them instead of just hide.
Lul
glad to see you got that partical effect removed Tainted
Now what i want to know is, can i get Kerrigan's partical effects in a model by them selvs, and team colored so i can use it for hero glow...
@Taintedwisp: Go
Maybe ask for a reduced poly version as well then.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Had to grab some models from wow for creeps, and it become an interesting task - to add normal and specular maps to the models to make 'em look sc2-ish. So, there is an example.