I dunno Hipshot, i rather like them like that. I had them at a lower contrast initially and I didnt think it looked as good. The game is Urban Terror btw.
Instead of desaturation, maybe a better idea would be to blend some dirt or just replace it with some other texture... but I guess it looks ok. It's just so strange with shadows so defined in that area, the shadow sharpness looks like the texture photo source was taken on a sunny day...
obsidian wrote:It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
Yeah, I rotated the collection of brushes that make the rockwall on a 45 degree angle and it messes it up. I experimented by creating the rockwall with a terrian generator (based on a height map) then importing it in and flipping it on it's side. There's so many T-Juncs when I rotate the bloody thing that I'm probably going to have to do it the old fashioned way brush by brush. Blegh.
Looks amazing.
I just wonder to what extent z-brush models lend themselves to being exported and used in maps, and at what quality.
(Not that that is some definitive criterium for modeling)
I not an expert but from what I know Zbrush is mostly used to sculpt hi poly details for characters and props and then they get baked down onto a low poly mesh. The same way I done in the picture above.
Currently, z-brush sculpted models tend to have too many polys to be used directly in-game so yes, they are baking the vectors into the normal map to be virtualized.
You might see interesting things in the future given how Carmack has been talking about voxels.
I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Photoshop plugin?
jeez man, get Crazy Bump!
Yes, Crazy Bump is indeed crazy, but unfortunately not free. But if you're serious about game design, it's an essential tool for the old toolbox.
The Photoshop plugin is basically a heightmap to normalmap converter, so it doesn't translate all the vectors as accurately as a real normalmap generated from polygons.
Well, he mentioned at one of his keynotes at QuakeCon (I think) how he had virtualized textures by streaming them into the renderer using Megatextures, and how his current work is trying to do the same thing of virtualizing polygons. Then he talks about voxels at another conference (can't remember which one) but anyway, that's what he's probably working on. It'll likely be slated for Id Tech 6 if anything, which is a couple of generations from now.