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giyomu
07-12-2006, 08:34 AM
hi guys long time no post on this forum

well i try to get better at texturing ..and then i just do a little stuff like this ...

http://img153.imageshack.us/img153/7758/asftexturewall018tq.jpg

http://img258.imageshack.us/img258/4126/asftexturewall023xw.jpg

a try for flooring

http://img134.imageshack.us/img134/5313/avecsol6al.jpg

here the floor texture

http://img134.imageshack.us/img134/6266/asol4zt.jpg

well one things i don't know really is from that how to get a normal mapping

i guess i cant use this diffuse for that so what about

1/ desaturate and get from that

2/ use texture as reference for modelling then get nmap from the model ( easy to get from xsi wich what i use actually )

so the one things is how about the fake highlighting in the diffuse i should remove right ?

well anyway thanks for people how give me some hint or explanation

PS ..i guess i should read the nmap thread so sorry if what i ask have a answer in this thread ..

see you al

Peddy
07-12-2006, 08:54 AM
you can make a normal map from a painted bump map, or rather, an editted diffuse, using the photoshop plugin provided by nvidia:

http://developer.nvidia.com/object/photoshop_dds_plugins.html

or you can use the textures as reference to create the normal maps from a highpoly model

a good tutorial is here (http://www.poopinmymouth.com/tutorial/normal_workflow.htm), by Ben Mathis, for 3ds max 7

Auctane
07-12-2006, 01:58 PM
Those are nice textures.

The problem with that normal map thread is that it is 25 pages long.

Check out this technique (http://www.iddevnet.com/quake4/ArtReference_CreatingTextures), I find it much more effective for tiling environments and panels like you have there.

giyomu
07-13-2006, 01:02 AM
thanks for the link

I will take a look at that :thumbsup:

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07-13-2006, 01:02 AM
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