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Twixus
11-10-2005, 09:57 AM
Hey guys, I am currently working creating a castle but decided to start with creating textures instead of the actual model. Through help from Jonas Ussing, I was able to create a normal map and diffuse map for my stone wall texture. I created a normal map for a wall texture and applied it to a cylinder. The problem is that it reacts odd to the omni lights i place in the sceene. When i set the method to world or local XYZ, the light doesnt affect the object when it is placed behind the object. WHen i select tangent or screen, the light only affects the midpoint up. These pictures show what I mean. I am using 3ds max 7 by the way.

http://img196.imageshack.us/img196/9623/localxyzandworld0cv.th.jpg (http://img196.imageshack.us/my.php?image=localxyzandworld0cv.jpg)
local xyz and world results


http://img196.imageshack.us/img196/4158/screen0eu.th.jpg (http://img196.imageshack.us/my.php?image=screen0eu.jpg)
screen results


http://img196.imageshack.us/img196/6126/tangent7dn.th.jpg (http://img196.imageshack.us/my.php?image=tangent7dn.jpg)
tangent results

I hope you can see my point. The result below is a world result with the omni placed in front of the cylinder. Im trying to achieve this result from all sides as the omni and camera will be rotating around the object. Does anyone know how to achieve this?

http://img90.imageshack.us/img90/2999/whatiwant9xn.th.jpg (http://img90.imageshack.us/my.php?image=whatiwant9xn.jpg)
hopeful result

Twixus
11-10-2005, 06:06 PM
update: well, i started modeling part of the castle. This is the belltower as it is right now, although its not of the style I originally intended so I dont know whether or not ill keep it. The bell is modeled using the technique found in the new 3dkingdom bell tutorial. Let me know what you think. Also, let me know if you know why im getting odd resluts with my normal maps. Thanks, feedback is appriciated.

http://img243.imageshack.us/img243/289/topfront3xc.th.jpg (http://img243.imageshack.us/my.php?image=topfront3xc.jpg)

http://img205.imageshack.us/img205/373/front2be.th.jpg (http://img205.imageshack.us/my.php?image=front2be.jpg)

http://img453.imageshack.us/img453/1092/lowfront4hg.th.jpg (http://img453.imageshack.us/my.php?image=lowfront4hg.jpg)

jussing
11-11-2005, 01:26 PM
Hey, try posting your normal map.

- Jonas

Twixus
11-11-2005, 10:43 PM
Ok, here is my normal map, Thanks for the reply Jonas.

http://img416.imageshack.us/img416/1397/finalnormalmap3rv.th.jpg (http://img416.imageshack.us/my.php?image=finalnormalmap3rv.jpg)

jussing
11-12-2005, 12:33 PM
Hm, the normal map looks OK, I think.

To be honest, I can't actually see that the screenshots of the cylinder don't look OK.

When I create normal maps, I use tangent (must be set in the "render to texture" dialogue box AND in the shader, when you import the map). My theory is, that if you use tangent, the normal map will behave correctly no matter how you rotate and animate your object.

If I have time, maybe I'll test your normal map later in the weekend, and see if I can tell what's wrong.

- Jonas

Twixus
11-12-2005, 03:40 PM
Jonas, you have saved me again ^^. The problem was when I rendered the original normal map I rendered it in world mode, instead of tangent mode. Here are some shots of how lighting affects the objects with the new normal map. Jonas, I cannot thank you enough.

http://img232.imageshack.us/img232/4245/newmapscastle1gp.th.jpg (http://img232.imageshack.us/my.php?image=newmapscastle1gp.jpg)

http://img232.imageshack.us/img232/1415/newmapscastleii9ar.th.jpg (http://img232.imageshack.us/my.php?image=newmapscastleii9ar.jpg)

well, time to work on more modeling, as always C&C is very welcome, good and bad.

Brett

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