Development > Artwork
Yet another try at this (in Blender)...
bayo:
you also should have a tool to extract height map and normal map from hi/low poly. is there?
Destructavator:
Ha! I did it, managed to figure out how to use just 2048 x 2048 high-detail textures without an alpha channel - Blender is capable of generating a missing alpha channel if needed - this means I can use JPEGs instead of huge PNG files.
It's in the data source of the SVN now.
@Mattn: Done, I scaled and exported it, you can re-name and use the MD2 anytime you'd like.
@Bayo: Yes, Blender can do all that stuff, although I haven't learned how to use it yet as I'm still trying to understand exactly what a normal map is and how it works. :P You mentioned a hightmap - yes, Blender works with those, but aren't those mostly for rendering terrain and stuff (in other projects, I don't think UFO: AI uses that)?
vedrit:
heightmaps can be used to render out bumps, or other small details, through shadowing rather than extra geometry on the model. Its how a lot of top-gen games get awesome characters with relatively low polygons.
In this case, heightmap would, for example, give a bumpy look to the top of his hair, without it being modeled, or creases in the clothes, or seams.
Destructavator:
--- Quote from: vedrit on May 04, 2010, 07:39:20 pm ---heightmaps can be used to render out bumps, or other small details, through shadowing rather than extra geometry on the model. Its how a lot of top-gen games get awesome characters with relatively low polygons.
In this case, heightmap would, for example, give a bumpy look to the top of his hair, without it being modeled, or creases in the clothes, or seams.
--- End quote ---
Ah! OK, thanks for explaining that. Looks like I'll be doing some more research at some point with how to implement it in Blender.
vedrit:
Its actually fairly easy. You apply the heightmap as a second image, but without color, and set it to displace. In the example below, I used a very exaggerated bump of a heightmap of a planet.
The first image is the render in blender, the second is the heightmap I used.
The problem Blender seems to have is that the amount you displace very hard to estimate. Even setting the displace value to the full 1, changing nothing else produced very little effect, though Im sure that the gentleness of my heightmap is much to blame for it
EDIT: I played with the settings a bit. Turn "No RGB" on, and then adjust the displace values. The third image is the latest result
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