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Are There Any Portly NPCs?


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#226
Tchos

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It would not go into a slot.  It would be overlaid, preferably in Multiply mode, onto the diffuse map, and become part of the diffuse map.  A greyscale normal map does not perform the same function as an ambient occlusion map.



#227
Eguintir Eligard

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Overlay or underlay

#228
-Semper-

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afaik multiply in photoshop works from top to bottom. the occlusion map should be at the top.



#229
Tchos

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As Semper says.



#230
Eguintir Eligard

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Well Semper if you have a tutorial that picks up at the stage I am at (Normal map created, everything else needed) I would love to see the link. It doesn't appear to be a straight line set of options as this point. If not I think I'll continue with my colouration thing, incomplete though it is because the more I hear the more lost I get.



#231
IAmDeathComeForThee

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Does Xnormal just do this for you with a height map?  I know with crazy bump, you can just use it's created occlusion map generated from your heightmap and have it projected onto your diffuse using strength/depth (etc.) sliders.

 

If you want EE, paint your diffuse map, then when done, DL Crazy Bump and use it's trial (30 days?) to create an AO map for you and have it projected onto your diffuse fully controlling to what degree you want it displayed on your map.  Xnormal is free, athough Im not sure if it has this capability or not.   OR, take the photoshop way, which im sure is not as complicated as you think all said and done.



#232
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Gimp please. I'll do the 2d homework if it leads to a diffuse map skill. Don't know where you start at though when you have a normal map already. Like I said I need a little tutorial series specific to what I am doing... Unwrap templates for game models.

Obviously I am capable of Google but again not sure what I'm asking for

#233
IAmDeathComeForThee

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Layer it over the diffuse texture, set it to "multiply", and adjust its opacity to your liking.



#234
IAmDeathComeForThee

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If you still need a visual, found this with a quick search.  Hopefully that gets your head wrapped around AO maps.

https://www.youtube....h?v=2qt-O4YErsM



#235
Eguintir Eligard

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So you want me to colour a diffuse map by overlying the normal or just with photos, and then overlay that with an ao on top?

#236
IAmDeathComeForThee

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color your diffuse map, then all said and done, overlay the AO map, not the normal map... Color it in to your liking first. Have you baked an AO map?

This is what an AO map looks like if you're having troubles visualising what it is.  Only the dark heighlights show to simulate dark shadowy areas and to make things look more realistic, even when there are no direct nearby light sources to effect your normal map and make it pop.

 

Here's an example of an ambient occlusion map.  3rd in from the left.   It looks like the OA was already applied to the color diffuse, as you can see all the dark shadowy areas on the red brick.  Those weren't painted by hand, but applied via the OA map to his original color map, which would have looked a lot more flat without any highlights (if he painted that by hand without a photo, polypaint in zBrush for example.

B2M_Bandeau_Wall.jpg?itok=I9nawPo5Diffuse...................................................Normal..............................Ambient Occlusion.......................Height....................................Specular



#237
IAmDeathComeForThee

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Note the dark highlights overlayed onto the diffuse...

iUXB38XBHKdS7.jpg



#238
Dann-J

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Note the dark highlights overlayed onto the diffuse...

iUXB38XBHKdS7.jpg

 

Lowlights? :)



#239
Eguintir Eligard

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Ok so rather than the colouring a height map method you are saying to put down solid basic colours and use the ao for the detail after (and not before )

#240
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Ok I know nothing at all about 2d graphics other than bits in pieces of these links I'm viewing.

 

It appears when I make a new layer on an image, the black areas on the first layer are ignored when I colour or paste stuff onto this new top layer. Its like it was a mask (or maybe it was and I didn't realize I made it so).

 

Here is a strategy I have devised and a last chance for anyone to aye or nay it:

 

-Have my UV template on the bottom

 

-Add a  layer on top that will hopefully be like a mask and only colour the non black areas where the UV Islands are

 

-Fill the areas with perhaps photos of pants etc, I think skin will probably have to be hand painted. Am I wrong to assume the pants and boots etc can be done with real world images even if they are not seamless? I think it should not need to be seamless the way I picture it

 

-Then add the great and almighty ambient overgod to the image. (Please tell me gimp has blend->multiply...?)

 

-FLATTEN THE IMAGE AND MOVE ON WITH MY LIFE



#241
IAmDeathComeForThee

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Here, google is your friend:

http://www.michaelda...repainting.html

 

Do some searching and digging for anything gimp/photoshop related.  Gimp is fairly close to photoshop, so you should be able to figure things out  with google by your side.



#242
Dann-J

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Here, google is your friend:

http://www.michaelda...repainting.html

 

Do some searching and digging for anything gimp/photoshop related.  Gimp is fairly close to photoshop, so you should be able to figure things out  with google by your side.

 

At the very least, I'll be making use of that checker-board colour texture to help figure out how textures map to certain models. I've been meaning to see if I can reskin the base fire elemental body model (which you never see in the game), but its diffuse texture is one solid block with no differentiation of body parts (much like the MotB earth guardians, or the Ravenous Incarnation model).



#243
Tchos

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I saved that texture, too.  I had a checkerboard already, but the colour gradient was a good idea.



#244
Eguintir Eligard

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ok i think i have it. We'll see what it looks like tho with my non art skills. bbl



#245
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Ok so here is my attempt at putting down the base colour. I didn't colourize the normal map like before because you guys are leading me to believe that the surface effects will return when I do an Ambient overlay at the end.

 

https://lh5.googleus...ao_attempt1.jpg

 

I did more than just a base basic colour. I selected the shirt for example, and made a 350 pixel gradient out of two similar colours so it looks more realistic (not one solid colour).

 

I also painted the underside of the arms and hands a slightly lighter shade of pink so as to simulate sun exposure.

 

It seems to be going ok so far but I am concerned that none of his nice shirt wrinkles are visible and shoe laces seem weak. I worked a lot on those and made them into the projection normal map but am not seeing them here. I thought I would check that these details will return when I put AO at the end, or should I start over again overlaying the normal map if I wanted these details back?

 

Remember at one point I had the detail as pronounced as this:

 

https://lh3.googleus...set_normal1.jpg

 

 

Even though thats not the exact smooth look I wanted since it's an old example, the degree of detail is right.



#246
-Semper-

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you pics don't show anymore.

btw could you pls link the tutorial where it says that you paint over a normal map? i can't think about a way how that could work, besides separating the channels.

did you already try to bake an ambient occlusion map? it's almost the same process as creating the normal map.



#247
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Well that's weird. At least you see the current pic

#248
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http://nwn2faithless...mal-or.html?m=1

#249
-Semper-

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We will need a grayscale texture map as a starting point for our diffuse map. If your model has a height map, open it in your image editing software. Otherwise, open your normal map and copy either its Red channel or its Green channel to a new window

 

the tutorial suggests to use a height map - which is another type of map. it also says that when there's none such map you could also use the red or the green channel of your normal map. guess you confused the latter with painting over the normal map. personally i would not use a height map to base my diffuse map on. overall it's too grayish and will change the base colors if multiplied with other layers. it's still a completely legit pipeline.



#250
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so I continue on from where I am?