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Offline BTAxis

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Re: Textures
« Reply #15 on: December 26, 2008, 10:58:51 pm »
Does this texture even need a normal ma? It looks like it's supposed to look flat.

Offline Voller

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Re: Textures
« Reply #16 on: December 26, 2008, 11:04:27 pm »
I had to upload it again, cause it wasn't displayed correctly the first time.

Well it's got a lousy resolution, so the normal map won't have much effect. But the normal map should emphasise the tiles, and the texture also has some roughness to it.

[attachment deleted by admin]

Offline BTAxis

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Re: Textures
« Reply #17 on: December 26, 2008, 11:23:40 pm »
Ah, okay. I figured it might be a plastic floor with a tile motif since I didn't see much of a seam between the tiles.

Offline Mattn

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Re: Textures
« Reply #18 on: December 27, 2008, 08:52:57 am »
thanks for the texture. i will add it to trunk asap. the normalmap should have the height encoded as alpha channel and should have a lttle bit sharper borders.

Offline Voller

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Re: Textures
« Reply #19 on: December 27, 2008, 12:13:52 pm »
Hmm, guess the file I uploaded first time round was the correct one after all. I didn't know normal maps could also include height information.

I updated my first post. Let me know if it is to your liking.

Offline Mattn

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Re: Textures
« Reply #20 on: December 27, 2008, 01:07:53 pm »
the normal map should not include details like the texture - see sitters normalmap from above - or even better, try to understand the tutorial in the artwork wiki article that i linked. normalmaps are just a kind of heightmap (basically). it often help when you flatten the image colors to e.g. 5 or 6 colors (in your image 3 colors would be the best - 2 color for the squares and 1 color for the gap between them) then gaussian blurring might help a little (also depends on the image - convert back to rgba and encode the height in the normalmap.

Offline DuKe2112

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Re: Textures
« Reply #21 on: December 27, 2008, 03:09:08 pm »
Well, sitters normal map has a texture, although it is very subtle, because it's just cloth.

And why shouldn't it, does it take more calculation time to apply a complex normal map than it takes to applly a simple normal map? As far as I know it doesn't.

I don't think UFO:AI let's you zoom in far enough that it matters, but it doen't hurt to have the detail either.

Offline Voller

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Re: Textures
« Reply #22 on: December 27, 2008, 05:28:03 pm »
I think we might be talking about different things here. I do understand the concept of a normal map, and that of a bump map. I was not aware you could have both in one, that's all.

The normal map I made does not include any texture information. However, it obviously emphasises some of the details that can already be seen in the texture (dirt, scratches, dents). As matter of fact, the normal map was not created from the finished texture, but in parallel.

I have reattached both pictures in a higher resolution below. The normal map _is_ mostly flat apart from some detail of course. As DuKe says: more detail shouldn't hurt.

The alpha channel makes it a bit difficult to see the colour information in the gap between the tiles.


[attachment deleted by admin]
« Last Edit: December 27, 2008, 07:47:46 pm by Mattn »

Offline Voller

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Re: Textures
« Reply #23 on: January 01, 2009, 06:30:57 pm »
Happy new year everybody.

I had a stab at another texture: wall013. Let me know what you guys think. I'm still learning, so any constructive criticism is most welcome :)

Are normal maps implemented in trunk? Could somebody maybe post a screenshot with the texture in action? I haven't taken a look at compiling the sources yet.

@Mattn: I'm having some trouble uploading the pics. Says the upload folder is full. Could you do the honours again? Thanks!




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Offline Mattn

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Re: Textures
« Reply #24 on: January 02, 2009, 12:30:54 pm »
thanks for the texture - yes - normalmaps are implemented in trunk. but i can't post a screenshot - my notebook is not capable of running the glsl shaders.

Offline Voller

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Re: Textures
« Reply #25 on: January 02, 2009, 08:35:15 pm »
Ok, here are the next ones: wall011, wall012 and wall014. Is it just me or are they identical to wall023, wall024 and wall025?

The .map file also includes wall013.

wall011:



wall012:



wall014:



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Offline Mattn

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Re: Textures
« Reply #26 on: January 02, 2009, 08:43:58 pm »
very cool - thank you very much.

Offline Voller

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Re: Textures
« Reply #27 on: January 05, 2009, 09:57:31 pm »
You're welcome. Another simple one: floor008




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Offline Mattn

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Re: Textures
« Reply #28 on: January 05, 2009, 10:25:38 pm »
as always: thanks :-D

applied to trunk

shedeki

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Re: Textures
« Reply #29 on: April 17, 2009, 12:46:34 am »