#41
09 июня 2008 в 17:03
Vortex: That is beautiful.<br />Did you use Photoshop -> Filter -> NVIDIA Tools -> NormalMapFilter or CrazyBump to create blue _bump?<br /><br />I am Дурачок<br /><br />translated Tex&Mdl.doc to English using "AltaVista - Babel Fish Translation" http://babelfish.yahoo.com/?fr=avbbf-us<br />Uninstalled CrazyBump Demo - to expensive<br />Used Photoshop and Filters and normal2depth.exe and more Photoshop<br /><br />I feel very bad for uploading incorrect normal maps<br /><br />Corrections are here<br />http://www-personal.umich.edu/~jimw/q2/index.htm<br /><br />June 6, 2008 - Upload a corrected version of upd_zTextures_05-20-2008.zip (if you already downloaded upd_zTextures_05-20-2008.zip, delete it) Use the link below (May 27, 2008 - June 6, 2008 - Correction) and download (correct_upd_zTextures_06-09-2008.zip) This and (correct_upd_zTextures_06-09-2008.txt) instructions (right-click and "Save Target As..."). Also download and install the corrections for zTextures1.pk2 correction_zTextures1_06-09-2008.zip and zTextures2.pk2 correction_zTextures2_06-09-2008.zip<br /><br />I uploaded the corrections last night, so the files do not have you refinements. They look good in Game but could be better.<br /><br />Sorry for uploading trash files. I will practice with Photoshop and Filters and normal2depth.exe and more Photoshop before I release more textures.
#42
09 июня 2008 в 21:05
Just_Jim: Photoshop -> Filter -> NVIDIA Tools and some filters after normalmap is calculated.<br />I do not use CrazyBump and other such progs. Because of very complicated and high quality shaders they use. Games do not use such level of quality. When making normalmap/heightmap in CrazyBump and other "Cool progs" you will have false feeling that normalmap is fairly good, while in game it will look like a crap. If you do normalmap with Photoshop's "poor" filter and it will look nice with it's "poor" preview then in game it will look fantastic :)
#43
10 июня 2008 в 16:27
Excellent - those are the tools I am using. Yesterday morniing I had the twisted ribar elevated as it is in your alpha-channel, but by the time I got back home from work around midnight I forgot how I did it. Will have to re-discover what I had done.<br /><br />How do you get the bluish _bump map bulging?<br />How do you get the stronger magenta highlights?<br /><br />I do not need step-by-step, just some general hints - like the name of Filters and Image -> Adjust so I have some place to start to play.
#44
10 июня 2008 в 21:00
Just_Jim<br />sorry,now iam very busy(my jobbbbb...) and have no much time to.so answerin on your email and other question right here.<br />1)about my textures.<br />as you can see,some of your hires textures have not quite coincidence with my bumpmaps.i think better put him for download on your site separately,as is.<br />2)i use the same plugins as VorteX and Berserker wrote here, standart Photoshop filters and Eye Candy.and i strongly recomend to use MapZone. 8)<br />3)<br />
How do you get the bluish _bump map bulging?<br />How do you get the stronger magenta highlights?<br />if you use nVidia plugin for Photoshop,you can regulate this from plugin interface by changing "strength" value.no need to changin to any other way color of normalmap, because its spoil the shape.if you want make your bump more expressive, you can try to add some Brightness/Contrast to your greyscale heightmap before normalmap plugin.<br />4)and sorry for my bad english!:)
#45
11 июня 2008 в 05:55
;D I'm telling all the time that retexture pack must be created in one style! Preferably by one artist, but this is impossible or going to take too much time to do.<br />So we shall create bumpmaps at least using the same programs and methods.<br />And the last, bumps created by two different artists in Photoshop differ much more than bumps created by these 2 artists in 3D packet.
#46
11 июня 2008 в 06:36
3ds max or any DCC packet only)<br />all orher paths is wrong
#47
11 июня 2008 в 07:23
And the last, bumps created by two different artists in Photoshop differ much more than bumps created by these 2 artists in 3D packet.<br />KRIGSSVIN<br />не создавай инсинуаций.созданные в шопе ли, или в 3д программах, они будут отличаться одинаково,об этом вообще судить сложно.отличие будет зависеть от мастерства и метода художнега.<br />
#49
11 июня 2008 в 08:26
@tex скажи это ребятам из ид софтвейр ;D
#50
11 июня 2008 в 11:14
[quote author=@tex link=topic=357.msg8843#msg8843 date=1213169021]<br />KRIGSSVIN<br />не создавай инсинуаций.созданные в шопе ли, или в 3д программах, они будут отличаться одинаково,об этом вообще судить сложно.отличие будет зависеть от мастерства и метода художнега.<br /><br />[/quote]<br />Ну, проф. АТекс, это токма я так думаю ;D <br /><br />[quote author=Barnes link=topic=357.msg8845#msg8845 date=1213172788]<br />3ds max or any DCC packet only)<br />all orher paths is wrong<br /><br />@tex скажи это ребятам из ид софтвейр ;D<br />[/quote]<br />Мелкие детали можно и должно создавать в zBrush ;D И вообще в чём угодно... включая фотошоп. Важен не процесс - важен результат ;D<br /><br />Сам бамп - давайте ещё сравнивать начнём, чей бамп лучше отражает пространственную структуру модели. Замалюем по 2дтекстуре и бампу мегапаралаксенную модель и начнём её крутить. Тогда и станет всё ясно. А всякие разговоры о реаличистичности и правильности - так мы можем лишь приблизить игру к ним. Почему - даже не обсуждается. ;D