Hey guys started working on this 2 hours ago .
Its currently at 1.3k polys . I know people may think this is high but it really isn't heh.
I should be done modeling it in about an hour . Then move onto texturing it and what not.
Please if you have any crit tell me : ) design wise or model wise but not "omg polys"
Id link a tut for normal maps... But there probably the largest part of game modeling xD
So Id have to link you a years worth of tutorials ... However if you think of normal maps this way :
Take your defuse map and make it black and white .
Darker areas are the areas that will look they are dented in
As lighter areas will look lifted
To convert that black and white diffuse map there's a Photoshop normal map plug in (which is terrible) that will convert it to a normal map with some control's.
Or there's crazy bump (which is amazing) Which has an insane amount of control. However it costs :(
Thats not the only way to normal map though ( I wont go into this too much), You can also create extremely high poly models or sculpts then bake them onto a low poly mesh , For Example heres some high poly models I did that I then baked onto low poly models
Reason we use this is that its a lot more accurate than trying to texture in all that detail and still keep a crisp normal map.
As you will find with texturing your normal maps that grunge will start to make them look bad and mushy. Only way you can avoid this is with extremly nice layer management :0
You could import your .obj into 3ds max and export using the exporter.
So I could do this from say Maya ?
I have to build the shaders in max though correct ?
I want to try import something from my teams game that I did.
ps to Tigerija: Thats definatly a normal issue :)
You could do the normal map thing or muck round with hardening and smoothing your edges normals.
That or you haven't merged all your verts x)
0
Hey guys started working on this 2 hours ago . Its currently at 1.3k polys . I know people may think this is high but it really isn't heh. I should be done modeling it in about an hour . Then move onto texturing it and what not.
Please if you have any crit tell me : ) design wise or model wise but not "omg polys"
I want crit this is why I created this tread :]
0
@ZombieZasz: Go
Ha ! knew I didn't see a normal map on that model . Looked far to smooth in game :P So you haven't got normal maps working magically. xD Damn it!
Does anyone think blizzard will create an export tool for max? I though they would have but it appears they haven't :/
0
@deleted_472743: Go
Saw Keragin in a test tube FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU
didn't read the spoiler bit fast enough :(
0
@Fullachain: Go
Alrighty then . Ill fix that up in a few ticks :]
Oops just realized I haven't fixed that icon yet x)
Ill fix it up tomorrow morning :)
0
Thanks for the info on the orange normal map thing mate. Didn't know that one >.< Kinda weird though... those are more like distortion map colors.
your wrong however about crazy bump. Its very nice with hard surface as well. One of the guys from epic games has a tutorial on it in fact x)
0
@tigerija: Go
Id link a tut for normal maps... But there probably the largest part of game modeling xD So Id have to link you a years worth of tutorials ... However if you think of normal maps this way :
Take your defuse map and make it black and white .
Darker areas are the areas that will look they are dented in As lighter areas will look lifted
To convert that black and white diffuse map there's a Photoshop normal map plug in (which is terrible) that will convert it to a normal map with some control's. Or there's crazy bump (which is amazing) Which has an insane amount of control. However it costs :(
Thats not the only way to normal map though ( I wont go into this too much), You can also create extremely high poly models or sculpts then bake them onto a low poly mesh , For Example heres some high poly models I did that I then baked onto low poly models
Reason we use this is that its a lot more accurate than trying to texture in all that detail and still keep a crisp normal map. As you will find with texturing your normal maps that grunge will start to make them look bad and mushy. Only way you can avoid this is with extremly nice layer management :0
0
So I could do this from say Maya ? I have to build the shaders in max though correct ? I want to try import something from my teams game that I did.
ps to Tigerija: Thats definatly a normal issue :) You could do the normal map thing or muck round with hardening and smoothing your edges normals. That or you haven't merged all your verts x)
0
@Titanosaur: Go
Here sorry Its not too good but its different from the normal fire ball icon xD. Drew this up in the last 10 mins . Tell me if want a change
Heres all a plague icon I drew up. The flys still need to be a little more obvious :/