View Full Version : Hi-Res normal map ref
LeeSalo 05-05-2005, 11:08 PM here is the high res alien ref. for my lowpoly alien model. I;m just working on the shell bits and stuff for now. I will get the veins tubs and muscle thingies soon. I just was looking for some opinions befor I got to much finished.
http://www.junglemistmod.com/forums/attachment.php?attachmentid=289
cheers
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Ghostscape
05-05-2005, 11:28 PM
Wow, it looks excellent. It looks like it might be a little thin, can we get a front shot? I thought the legs and hips spread out further.
CrossFire
05-06-2005, 03:24 PM
crazy modeling! great work, cant wait to see the lowpoly with this on it ^_^
LeeSalo
05-08-2005, 05:46 PM
here is an update. thanks for the kind words crossfire and ghostscape.
http://www.cgchat.com/forum/attachment.php?s=&postid=211083
johnwoo
05-09-2005, 01:57 PM
Solid amount of detail you got there LeeSalo..I like it!!:)...but 1 area that is catching my eye is the ribcage, it looks quite angular...all the same awesome work so far...keepin an eye on this...btw your version of Batman and Predator were superb, is this linked at all?
SpiralFace
05-10-2005, 02:27 AM
cool stuff.
Correct me if I'm wrong (Becuase I realy have'nt played around with normal mapping all that much so I just don't know yet,) but is'nt the ideal way to approch normal mapping to build a base model first and then build your higher rez version based on the original's mesh so it minimizes the warpage from your captured normal map from the original model, and simply becuase it just makes it easyer to line up? Or is the standard way of going about something like this to build the high poly model and use it as a referance for your in-game model. In the comming months I'm going to be working on something that involves normal maps so I want to educate myself in this before I start the project. Thanks alot guys.
Model so far is looking great though. Keep it up.
Ghostscape
05-10-2005, 02:44 AM
Shadow, I've done it low->high and never really been satisfied with it. I'm working on high->low right now on another project, and thus far I'm liking it better. When you high->low you can make sure your lowpoly model catches all the proper silohouette info, etc.
This alien is looking totally fabulous. I can't wait to see it with your Pred and Batman. All of them are really topnotch.
SpiralFace
05-10-2005, 03:12 AM
Shadow, I've done it low->high and never really been satisfied with it. I'm working on high->low right now on another project, and thus far I'm liking it better. When you high->low you can make sure your lowpoly model catches all the proper silohouette info, etc.
Ah, got it.
Thanks for the info.
ionanism
05-12-2005, 04:46 AM
Great model you got here, I like it, and my only crit is a technical one. The thing that concerns me, from the perspective of normal mapping, are the large deep cavities in the tail and rib cage areas (more so in the tail). They defiantly look cool, but I’m thinking that they might not render to normal maps that well because the crevasse are so deep (or at least they appear deep), they might come out looking a bit funky on the normal map. But I guess that depends on how you model the low res model.
I defiantly would like to see this character finished and all normal mapped up in low poly, good work so far.
LeeSalo
05-16-2005, 05:51 PM
hey guys, here is an up date. i have not had time to post stuff. I am just finishing off the rig right now and i will get to the textures after. the normal maps were just rendered and still have to be cleaned up. the low poly base is 2255 triangles. I will post some beter shots later, I just wanted to see what you guys thought.
http://www.cgchat.com/forum/attachment.php?s=&postid=211660
http://www.cgchat.com/forum/attachment.php?s=&postid=211661
yo shadow slayer, i agree. the best way, imho, to get a sweet normal map is to model the hi res model. when doing this just remeber to model in as much detail as you can because it will always look beter then adding it later into the texture.
cheers
CrossFire
05-17-2005, 03:47 PM
wow. looking even better LeeSalo!
keep us updated!
LeeSalo
05-17-2005, 04:17 PM
I need some help. I am looking every where for a normal map to bump map converter. Not a bupm to normal converter. But the fact that there are such things as bumpmap to normal map converters leads me to belive that its totally possible. please let me know if any one con help me out.
thanks cross fire, with all the right colors and specular values, I think it could look pretty bad ass.
thanks
Por@szek
05-17-2005, 06:13 PM
It's ACE!! Wonderfull job LeeSalo. Unfortunatelly I can't help You with normal converter. I don't have any. I can wait to see him textured, and rigged, when he will keep humans head in his bloody hands .... yes Alien rulez :thumbsup:
LeeSalo
05-18-2005, 12:51 AM
thanks for the replays guys. here are the last shots i can show untextured. the whole dude is rigged exept the hands ( fingers ). the finale count is 2300 triangles.
http://www.cgchat.com/forum/attachment.php?s=&postid=211871
http://www.cgchat.com/forum/attachment.php?s=&postid=211872
http://www.cgchat.com/forum/attachment.php?s=&postid=211873
Por@szek
05-18-2005, 02:23 AM
Its the best maded alien I've ever seen. :applause: . When You texture it, and make somne nice mystic light (something with cold blue should be correct) then "he" will be awesome. Of course it's awesome at the moment but hten it will be more awesome. Whatever, you know what I mean :D .
ionanism
05-18-2005, 04:08 AM
Hey looks like the normals rendered out perfectly fine, and it’s looking pretty damn sweet too.
I personally don’t know of any normal map to bump map converter. You could look for something that can extract a displacement map out of your high res mesh, that might get you what you are looking for.
Ghostscape
05-18-2005, 04:25 AM
I have a programmer friend who is talking about making one, but I don't know of any that already exist. If he develops it, I'll let you know.
I personally don’t know of any normal map to bump map converter. You could look for something that can extract a displacement map out of your high res mesh, that might get you what you are looking for.
Nvidia normal map tools for photoshop can convert normal maps to hieght maps. Theres your bumpmap right there.
LeeSalo
05-19-2005, 07:40 PM
its to late late now. but you rock ZEN, thanks a lot!
cheers
Xaint
05-25-2005, 09:34 AM
Nvidia normal map tools for photoshop can convert normal maps to hieght maps. Theres your bumpmap right there.
Zeah, but some reason I cannot manage to convert a decent bump with the plugin. The result is like crosshatched lines or something. I can post a pic if neccesary. Got any tips?
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