Help - Search - Members - Calendar
Full Version: Normal Maps
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Materials Laboratory > Texturing
cronos
small test tongue.gif
cronos
test 2 tongue.gif
steve392
That looks very good
cronos
test 3 laugh.gif
MasterFunk
Did you make the map with photoshop? I thought you had to model what you wanted and then use a plugin to get a map. Then apply the map to a more basic model.
cronos
QUOTE(MasterFunk @ Nov 8 2008, 02:14 PM) *
Did you make the map with photoshop? I thought you had to model what you wanted and then use a plugin to get a map. Then apply the map to a more basic model.


tongue.gif

1 - you can paint a grayscale image in photoshop and use The NVIDIA Normal Map filter to make a Normal Map

NVIDIA Plug-ins for Adobe Photoshop ( IS FREE )
http://developer.nvidia.com/object/photosh...ds_plugins.html

2 - or paint a grayscale texture in 3d painter and use The NVIDIA Normal Map filter to make a Normal Map
http://3dpainter.com/


3 - or use crazybump
http://www.crazybump.com/


4 - or zbrush - i use it laugh.gif
http://www.pixologic.com/home.php

5- or ( you had to model what you wanted and then use a plugin to get a map. Then apply the map to a more basic model ) tongue.gif
http://www.hash.com/forums/index.php?showt...mp;#entry243634

wink.gif
MasterFunk
I tried the photoshop one but it didn't work, it's not compatible with macs
cronos
QUOTE(MasterFunk @ Nov 8 2008, 03:04 PM) *
I tried the photoshop one but it didn't work, it's not compatible with macs


only need copy this files

NormalMapFilter.8bf
in your Photoshop folder -> Photoshop\Plug-Ins\Filters

dds.8bi
in your Photoshop folder -> Photoshop\Plug-Ins\File Formats

Maybe it works now wink.gif
MasterFunk
QUOTE(cronos @ Nov 10 2008, 11:42 AM) *
QUOTE(MasterFunk @ Nov 8 2008, 03:04 PM) *
I tried the photoshop one but it didn't work, it's not compatible with macs


only need copy this files

NormalMapFilter.8bf
in your Photoshop folder -> Photoshop\Plug-Ins\Filters

dds.8bi
in your Photoshop folder -> Photoshop\Plug-Ins\File Formats

Maybe it works now wink.gif

How would I access that in photoshop? I tried the filter menu but I didn't see it.
cronos
[/quote]
How would I access that in photoshop? I tried the filter menu but I didn't see it.
[/quote]


some help tongue.gif
http://www.silo3d.com/forum/showthread.php?t=8532
cronos
NVIDIA Plug-ins (normal map)- easy to use wink.gif
MasterFunk
It must not work for macs because I put the files in the right folders and it doesn't show up in the filter menu.
cronos
i See the Trouble ( not compatible files with extension .8bf and .8bi )

you can use ( Normal Map Generator ) is a normal map generation utility for MacOS X with GPU real-time preview.
by Marabese Nilo laugh.gif

http://homepage.mac.com/nilomarabese/Menu13.html

wink.gif
MasterFunk
awesome it works! Thanks so much!
cronos
you can make million fake polygons using normal mapping laugh.gif

is only a optical light illusion wink.gif

( gif animation images ) tongue.gif
cronos
powerful example ohmy.gif

( making of varga ) laugh.gif

http://www.paultosca.com/makingofvarga.html

I start to work on nice example for ANIMATION MASTER biggrin.gif
wink.gif
HomeSlice
That is a really nice example cronos. Can you post a shaded/wireframe view of your model - or a render without the normal map so we can see the difference between the two?
Actually, what would be very interesting is:
1) a shaded/wireframe view.
2) a render without the normal map.
3) a render with the normal map. (you already have that)
4) a render with an equivalent bump map instead of the normal map.
Fuchur
If I am not wrong this is a polygon-model not a patch model till now.
He want to make something equal with A:M to show the power of normalmaps.
(Actually there is nothing that holds you back to make something similar but time and talent wink.gif

The model looks very nice so.
*Fuchur*
zandoriastudios
The examples (.gifs) that you posted are from the high-polygon model--that model was used to generate the normal maps that were applied to the low-res mesh. Below is the normal mapped version of the low-poly model--notice that it still looks great, but look along the silhouette and you will see it is not displaced:
John Bigboote
QUOTE(zandoriastudios @ Nov 14 2008, 05:38 AM) *
The examples (.gifs) that you posted are from the high-polygon model--that model was used to generate the normal maps that were applied to the low-res mesh. Below is the normal mapped version of the low-poly model--notice that it still looks great, but look along the silhouette and you will see it is not displaced:


I thought displacement was geometry independant.

It loo0ks like her arrows in her 'quiver' are individually wrapped in celophane. And whats with the arrow pointing at her private area?
Fuchur
Displacementmaps are geometry independ... Normalmaps are NOT.
Normalmaps are just like better lightened bump-maps... they dont create real geometry.
Displacementmaps create real geometry...

Dont know if other programms handle that in another way, but as far as A:M does it:
Level 1: Bump-Maps -> Fastest Renderingtimes, no geometry-deformation/creation.
Level 2: Normal-Maps -> Fast Renderingtimes, no geometry-deformation/creation but better lightening
Level 3: Displacement-Maps -> Longer Renderingtimes, geometry-creation, looks very well in most situations and is viewangle-independ...
( Level 4: Height-Maps / Terrain-Maps -> Creation of new geometry by a map. Terrain-Wizard in A:M. Due to real geometry it is the best looking stuff, but will result eventuelly in longer renderingtimes. )

It is just a matter of what you need: Smaller details in the background can be created by bumpmaps. Normalmaps however are today often used for the same because they look a little bit better (in most circumstances) while they dont take much longer to render. Displacementmaps are used for details in the foreground and they will create nice renderings, but take long to render...

Heightmaps / Terrain-Maps are changing geometry. Micorpoly-Modelling can (if you are not too pedantic) be seen as a technique of Terrainmaps + X.

*Fuchur*
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.