View Full Version : pebbles on ground-models-normal maps
pixela 03-10-2009, 02:15 PM Hi Guys :)
In my scene,the ground is covered with pebbles (little stones) and camera is very close to them.
So I hought that
for the foreground: I can use 3d models of pebbles with particle flow and created 19 various size and shape pebbles. This part is done successfully.
And for the mid& background: I can turn my 3d models of pebbles into a tilable texture with normal and diffuse maps.
For this part, first I placed the little stones randomly ona 50cmx50cm plane.
Now I want to generate a normal map and occlusion map out of my meshes so that I can use this texture in the mid-ground and background.
Can you please explain me how I should make it?
Or are there any other recommendations you have for me?
I use 3dsmax.
Thanks a lot.
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Dreamdealer2099
03-11-2009, 07:45 PM
Hey!
Well,about the foreground:using real geometry is a good thing,but i think having used displacement maps once you would see how simpler,faster and more flexible your workflow can be.I could tell you how to do it if you'd used Maya,but i'm sure there are a lot of resources where you can find how to do it (if you don't know).Backround:i think bump map will be enough here because you just will not see an actual silhouette of the wall.And there is no need to model it and then try o convert it to texture:keep it simple.There are huge variety of any types of walls,pavements,bricks and other textures on the net more or less free :).Gnomon workshop has several dvds regarding it as far as i know.So i'm sure you'll find what you're looking for.
pixela
03-12-2009, 06:56 AM
hi and thank for reply :)
I already tried displacement on the foreground but I was not satisfied with results. Because camera is very close and displacement doesnt look realistic. So I decided to use the geometry in the foreground.
And for the midground and background, I will use displacement and bump. But I want to be able to create a good decent displacement map from the models I already made. I want to take advices about how I can make it.
Dreamdealer2099
03-12-2009, 07:36 AM
In this case you can try following:
Render your wall (from the front view) using the ambient occlusion,just to earn some kind of even "shadowing".If an AO won't work,you can also set up the side lights to make it not that even and to reveal roughness a little bit better.
Use it as the texture on a plane surface.Probably will also have to work with contrast and tones.It can be done in Photshop.
That's it.This is how i would to it,maybe there are other ways to do it.
pixela
03-12-2009, 07:40 AM
Wow fast reply :)
Thank you.
There is no walll. This is for ground. I asked this in other thread too- and there I attached the image that I have created.
Please take a look:
http://forums.cgsociety.org/showthread.php?f=46&t=740732
Dreamdealer2099
03-12-2009, 08:16 AM
It doesn't matter really,set up the camera vertically to it and render it.You'll have an image,this image will be your texture.Take a look a preceding post,about shaders and light.
NZBode
03-12-2009, 09:20 PM
I reckon you should go and download the Crazybump trial. I just got it last night and it sounds like it would be perfect for what you're doing. I even think the demo on the front page uses pebbles as an example :cool:
pixela
03-13-2009, 07:06 AM
Yes crazybump is very good software. But crazybump is for creating normal maps out of a diffuse map. Am I wrong?
Here I want to be able to generate my diffuse, displacement maps out of a geometry.
frinkky
03-14-2009, 12:01 AM
Crazybump can take either a photo/render OR a diffuse image OR a pre-existing displacement map to generate DIFF/SPEC/OCC/NRM/Disp maps. So try taking your rendered image of pebbles and running it through the program - you may just get a suitable effect negating all this extra effort you seem to want to put in ;)
pixela
03-14-2009, 06:42 AM
Thanks a lot - I will try this :)
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