Gentlemen, normal maps are now supported :)
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Gentlemen, normal maps are now supported :)
Unfortunately only object space for the time being, but hey 
I replaced the color texture with a solid grey to make the normal map effect more apparent.

I replaced the color texture with a solid grey to make the normal map effect more apparent.
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- Jorzi
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Re: Gentlemen, normal maps are now supported :)
and you removed the camo! 



P.S. Sorry for my English.
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MaNGusT - Artist
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- Joined: 21 May 2010, 00:02
Re: Gentlemen, normal maps are now supported :)
The camo is part of the diffuse texture which was removed
Not that the camo couldn't be replaced by some other pattern.
Anyway I've been trying to bring back the specularity through hardcoding it in the fragment shader, but it simply won't show up
Anyone please give me specularity!!!1!

Not that the camo couldn't be replaced by some other pattern.
Anyway I've been trying to bring back the specularity through hardcoding it in the fragment shader, but it simply won't show up

Anyone please give me specularity!!!1!
- Jorzi
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Re: Gentlemen, normal maps are now supported :)
Got specularity working...
I've been discussing about tangent space normal maps with per and safetyoff, and we've come to the conclusion that we need a new model format that stores tangents and binormals per vertex in order to implement a proper solution.
However, object space works really well with the current version of warzone, and while they often use a little extra texture space, they are:
-faster to calculate for the gpu, most integrated gpus have plenty of memory but lack processing power.
-easily converted from/to tangent space by baking (although you need to unwrap the model so that all uv:s are unique, easily done in programs supporting multiple uv-maps)
-always perfectly smooth, regardless of smoothing groups
-very well suited for rigid objects like tanks and buildings
-can be used for cyborgs if we build them out of rigid parts, each having their specified rotattion
-shader can be easily configured to accept both object and tangent space maps once tangent space is implemented
I've been discussing about tangent space normal maps with per and safetyoff, and we've come to the conclusion that we need a new model format that stores tangents and binormals per vertex in order to implement a proper solution.
However, object space works really well with the current version of warzone, and while they often use a little extra texture space, they are:
-faster to calculate for the gpu, most integrated gpus have plenty of memory but lack processing power.
-easily converted from/to tangent space by baking (although you need to unwrap the model so that all uv:s are unique, easily done in programs supporting multiple uv-maps)
-always perfectly smooth, regardless of smoothing groups
-very well suited for rigid objects like tanks and buildings
-can be used for cyborgs if we build them out of rigid parts, each having their specified rotattion
-shader can be easily configured to accept both object and tangent space maps once tangent space is implemented
- Jorzi
- Artist
- Posts: 155
- Joined: 18 May 2010, 01:59
Re: Gentlemen, normal maps are now supported :)
what can I say... I don't want to remap uvws of my models, then... I'm out of the business 
I don't have so much free time to do the double work. so I'll just continue to post an images.
EDIT:
there are more problems with the oject-space NM
- it will require me to redo the all textures
- nvidia tools for the photoshop doesn't support it.

I don't have so much free time to do the double work. so I'll just continue to post an images.
EDIT:
there are more problems with the oject-space NM
- it will require me to redo the all textures
- nvidia tools for the photoshop doesn't support it.


P.S. Sorry for my English.
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MaNGusT - Artist
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- Joined: 21 May 2010, 00:02
Re: Gentlemen, normal maps are now supported :)
I have a proposal:
You do the models just like you're used to, with tangent space etc. then you send them to me
I make a new uv-layout, then I bake the texture from the old to the new, as well as rebaking the normal map into object space (blender can bake any texture into any other texture, making this work pretty smoothly)
EDIT: this offer concerns colditz too if you're interested
You do the models just like you're used to, with tangent space etc. then you send them to me

I make a new uv-layout, then I bake the texture from the old to the new, as well as rebaking the normal map into object space (blender can bake any texture into any other texture, making this work pretty smoothly)
EDIT: this offer concerns colditz too if you're interested

- Jorzi
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Re: Gentlemen, normal maps are now supported :)
Jorzi wrote:I have a proposal:
You do the models just like you're used to, with tangent space etc. then you send them to me
I make a new uv-layout, then I bake the texture from the old to the new, as well as rebaking the normal map into object space (blender can bake any texture into any other texture, making this work pretty smoothly)
EDIT: this offer concerns colditz too if you're interested
My old hipoly models were made with big mistake - I didn't control poly count and used tessellation for no reason what resulted in over 4 millions polys for 1 model. so...

btw, it's a bad Idea - sending files to each other only for converting. I have to be able to do it by myself.. and of course your textures will differs from mine.
I don't mind but this way we should rename AR mod to Jorzi's mod.



P.S. Sorry for my English.
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MaNGusT - Artist
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- Joined: 21 May 2010, 00:02
Re: Gentlemen, normal maps are now supported :)
What I meant was:
You send me only the lowpoly model and its textures, I then make a new uv layout and simply translate all your textures from the old uv-layout to the new one, blender can do this automatically. This means I only convert your model into a format that wazone can handle, it will still look exactly the way you made it.
I'm sorry if it feels like I'm taking over everything, It's just that I have summer vacation (=lots of free time) and I'm quite enthusiastic about getting things ready for an actual release...
You send me only the lowpoly model and its textures, I then make a new uv layout and simply translate all your textures from the old uv-layout to the new one, blender can do this automatically. This means I only convert your model into a format that wazone can handle, it will still look exactly the way you made it.
I'm sorry if it feels like I'm taking over everything, It's just that I have summer vacation (=lots of free time) and I'm quite enthusiastic about getting things ready for an actual release...
- Jorzi
- Artist
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Re: Gentlemen, normal maps are now supported :)
Anyway, I've sent you the hcannon model with textures, better show me how it will look. 



P.S. Sorry for my English.
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MaNGusT - Artist
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- Joined: 21 May 2010, 00:02
Re: Gentlemen, normal maps are now supported :)
I know I messed up the scale, but hey, at least I didn't make it too small 
Unfortunately blender has another implementation of tangent space, so the conversion wasn't perfect
I can try baking from the hipoly, extracting the bolts from the previous map and adding them in...
There's got to be similar functionality in 3dsmax... It's such a simple and useful feature...

Unfortunately blender has another implementation of tangent space, so the conversion wasn't perfect

I can try baking from the hipoly, extracting the bolts from the previous map and adding them in...
There's got to be similar functionality in 3dsmax... It's such a simple and useful feature...
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- Jorzi
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Re: Gentlemen, normal maps are now supported :)
looks good but NM effect is very unnoticeable and bolts are unnoticeable too. sad, I did my best.I know I messed up the scale, but hey, at least I didn't make it too small

There's got to be similar functionality in 3dsmax... It's such a simple and useful feature...
AFAIK, 3dsMax doesn't have this function. I can't convert it, I can only rebake but to do that I need to remap the texture coords and then manually change diffuse and specular textures. so... I don't know how to say it right but I'll try... FUCK THAT SHIT! - I will wait till there will be support for tangent-space NM.
P.S. I use default orientation for tangent-space NM - red: right, green: down.
also my NM textures will look a bit improperly without smooth groups.
P.S.2. I really love your version of tcmask for the hcannon.



P.S. Sorry for my English.
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MaNGusT - Artist
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- Joined: 21 May 2010, 00:02
Re: Gentlemen, normal maps are now supported :)
Yeah,surprisingly few details show up in warzone's zoomed-out view...
I uploaded the remapped textures and models if you're interested.
I also included working .pies (although they are a bit too big
)
I uploaded the remapped textures and models if you're interested.
I also included working .pies (although they are a bit too big

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hcannon_rebake.zip
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- Jorzi
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