Creating Texture Maps
Posted: 2012-03-23, 15:02
Having not dealt with sophisticated Materials before, what program or process can be used to generate the diffusemap, normalmap and specularmap ?
The open-source game and graphics engine for multiplayer, cross-platform, real-time 3D action
https://forum.cafu.de/
hm2nm
keyword: see Map Compositions for details), I have never created a normal map for a wall texture from a 3D model myself, and never been quite sure how to do it.Agreed how do you want us to do this ? What structure is it relying on ?I'd really love to eventually transfer this wealth of information into a dedicated page in our Wiki, so that it is less fragmented, more prominently visible, and easier to find.
I have never created a normal map for a wall texture from a 3D model myself, and never been quite sure how to do it
In a way yes , Erick Chadwick is the main contributor for this article and is sharing these information on both sites. And yes, tech-artist is a great source as well but like the site name suggests, more tech oriented.By the way, is http://tech-artists.org a clone of http://wiki.polycount.com/?
yeah do that i'll be happy to go through that The sources you posted are pretty good especially the first one !I'll send you a new email soon, regarding the proper computation of tangent-space vectors, and how the prominent baking applications do it. I.e. essentially pick it up again where we left it the last time
Yes, this is a good point and questions.Kai wrote:Agreed how do you want us to do this ? What structure is it relying on ?I'd really love to eventually transfer this wealth of information into a dedicated page in our Wiki, so that it is less fragmented, more prominently visible, and easier to find.
That would be a part besides the actual Cafu content because its more supplemental information.
Code: Select all
The Map Editor
The GUI Editor
The Model Editor
The Material Editor
At the Core: The Cafu Source Code
Appendix
Thanks!I have never created a normal map for a wall texture from a 3D model myself, and never been quite sure how to do it
It rather simple when starting witch something simple like a wall or ceiling tile that naturally repeats, also wall elements that just need a flat plane as caster for the nmap calculation. Xnormal is very well suited to produce high quality normalmaps and view them on your model. You need however at least a decent 3D app that allows you create complex geometry and to load that into xnormal.
I'd be very happy about it!, although I must say that for myself, the toughest problem regarding making normal maps is (or was) gaining an "overview" of everything: e.g. how does it work principally (2D conversions vs. 3D renderings), and what programs are available at all, which of those are recommended, which ones are "right" for this purpose?I could do a tutorial for that but need still 2 weeks until i can start since we are pretty busy here delivering shots (as usual)
Ah! I'll have another look then. Maybe it's just right for me!In a way yes , Erick Chadwick is the main contributor for this article and is sharing these information on both sites. And yes, tech-artist is a great source as well but like the site name suggests, more tech oriented.
Thanks!! I've already browsed through several of their presentations, and certainly bookmarked this page for more thorough inspection!Not a whitepaper but a good overview about the tricks Guerrillia Games used for their pretty Killzone Engine 2 (! not 3 which was PS3 Hardware, this one was on PS2 !) engine.
Although very focused on PS3 Hardware their publications are worth having a look into http://www.guerrilla-games.com/publications/
It is probably the only European game company next to Crytek, building a proprietary shooter engine and a game (these guys are dutch by the way ).
F5
key for reloading the materials.)