nephilim 0 Posted December 5, 2007 okies since some people have some utter problems figuring these out ill throw in some things ive learned about that problem and clear or some already, lets say tedious attempts to create normal maps, by other members ( sorry ) anyway. ill split this here into a weekly episode and itll get more advanced as it continous. ill try to cover everthing i know about this. photo-sourcing, reference models, and post prod. / comp each friday ill post something new here so you folks can try it out yourself over the weekend. this friday´s tute will handle photo-based normal maps. how to extract them how to enhance them and how to make them look good! and most of all how to get them done properly and most easy! here´s some teasers! http://img255.imageshack.us/img255/9967/photosourced0018dm6.jpg http://img204.imageshack.us/img204/4168/20019hb1.jpg http://img519.imageshack.us/img519/9882/30018rl0.jpg all you need is photoshop and a 3d app of your choice. ill use 3ds Max and/or Modo if you have whishes please dump em here and ill try to do my very best cheers! btw why arent those dumb thumbnails not workin? did some naughty mod disable it?? placebo??? Share this post Link to post Share on other sites
somebloke 0 Posted December 5, 2007 So basically what you're doing is telling everyone how do things in via a forum topic, whereas you could easily put it into a PDF tutorial and have it uploaded everywhere, with my in depth possibilities. Also, what happens if i don't have photoshop or 3DS max, yet want to do this? Share this post Link to post Share on other sites
nephilim 0 Posted December 5, 2007 im not telling im just sharing my knowledge.. yes i could write a pdf but.. a) im lazy.. (believe me ive tried making a full coverd tutorial but i gave up at the 2nd page *blush*) b) ive absolutally got no clue how to make pdfs XD c) people might have questions and a forum might be a better idea cause maybe others have the same questions/probs and i dont want to answere the same questions over and over again ( like i did in the past.. sheesh..) anyway this tute here will be more generic. it doesnt really depend what you are working with in the end. its just that some things arent available for certain apps. eg the normal map plugin for photo chop. but ill cover Xnormal and crazy bump aswell if its needed.. same goes for the 3d apps.. i own modo and max but i dont know jack about maya.. so i cant give you advise on that... ok? Share this post Link to post Share on other sites
Col. Faulkner 0 Posted December 5, 2007 Doesn't this belong in the ArmA editing forums rather than here? Share this post Link to post Share on other sites
abs 2 Posted December 5, 2007 Well, let me be the first to say "Thanks for taking the time to share your knowledge" rather than complaining about format or location. I'm looking forward to seeing what you have to say. Abs Share this post Link to post Share on other sites
nephilim 0 Posted December 5, 2007 damn col. faulkner youre actually right but on the other side :/ MODS!! Share this post Link to post Share on other sites
W0lle 1050 Posted December 5, 2007 Moving where it belongs to. I could tell you how to make the images visible but... all 3 pictures are over 100kb so you would break the rules. Suggestion: Make smaller pictures of these you use as preview here and then put a link below each of these smaller pictures to the detailed ones. Share this post Link to post Share on other sites
nephilim 0 Posted December 5, 2007 thx wolle... mustve accidentally posted it here in a fly of temporary stupidnes XD yea i wanted to submit them as thumbnails like other peops do but it didnt work... hmm it worked before... anyway Share this post Link to post Share on other sites
klamacz 448 Posted December 5, 2007 well, at last some good ideas thank you nephilim, I will be waiting Share this post Link to post Share on other sites
Stewy 1 Posted December 5, 2007 Thanks Neph, I'm, for one, looking forward to it - I have NO painiting skills but I'm trying hard to improve - so, yeah, can't wait! Thanks for sharing your knowledge! Share this post Link to post Share on other sites
jtec 0 Posted December 5, 2007 Will be keeping a eye on the topic Nephilim, Look forward to your input Share this post Link to post Share on other sites
blackjack-VS- 0 Posted December 6, 2007 Really nice move nephilim, its always helpfull to everyone who "dares" to learn texturing. We appreciate it!! From the 3 pics u posted i presume you'll be focusing in stone/ground materials, applied to flat surfaces.Is that right? What about uv's layouts? from my experience on this, normal maps usually create artifacts when the model is shaded, derived of overlapping uv's, usually caused by trying to stuff the maximum polys in the minimum space of texture possible. if ur working in a 2048X2048 texture it's not an issue, but in a 512X512 texture it's very often... Anyways this gonna be an interesting thread to follow, good luck with it, and thanks again. (About creating a pdf...if ur using word or open office, there's a "save as PDF" option in the File menu...) Share this post Link to post Share on other sites
nephilim 0 Posted December 6, 2007 ill cover overlapping and mirroring, but in the later tutorials since its more advanced. and no i just wont cover ground textures but these will just be an example. cheers (word! DOH!! Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 6, 2007 Love it neph .... and no, not everything belongs in a PDF ! Looking forward to some learnings from one of our local experts Share this post Link to post Share on other sites
nephilim 0 Posted December 6, 2007 ok guys heres some more teaser. we´ll do gravel tomorrow pretty cool gravel cause.. GRAVEL RULS!! lol anyway heres some pics http://img258.imageshack.us/img258/3397/7resultmq2.jpg this is how a normal map looks liek directly calculated from a image. seen it often here does look pretty flat and not really spectacular.. and this: http://img155.imageshack.us/img155/4612/14resultqm7.jpg is how it SHOULD look like. and a lil video with the NM and diffuse map applied. http://rapidshare.com/files/74654736/gravel_nm_diff.avi.html cheers Share this post Link to post Share on other sites
scars09 9 Posted December 6, 2007 wow someone writing a tut who doesnt know how to create pdf´s and cant remember the forum rules or the correct forum to post in. this will be fun honestly, some help on normal maps is really appreciated, cant wait to do the gravel. Share this post Link to post Share on other sites
nephilim 0 Posted December 6, 2007 hehe.. who needs pdfs and rules :P its so old fashioned  Share this post Link to post Share on other sites
Gedis 0 Posted December 6, 2007 who needs pdfs and rules :Pits so old fashioned   ffs, it's for the matter of realism! just looking forward for tuts. Share this post Link to post Share on other sites
nephilim 0 Posted December 7, 2007 ok lets start here. this friday ill show you how to create and enhence your photo-sources normal maps. i´m gonna start simple here´s what we´ll use. http://img227.imageshack.us/img227/3909/25881028pc3.jpg nice gravel the texture can be found on mayang.com/textures usually people seem to take a photo and run it through the normal map photo shop filter. the result will usually look like this: photoshop: http://img151.imageshack.us/img151/5747/65108606pa6.jpg 3dsMax, Normal map only: http://img481.imageshack.us/img481/6862/7resultwa1.jpg 3dsMax, Normal and Diffuse: http://img481.imageshack.us/img481/2335/7resultdiffog2.jpg doesnt look really cool huh? more like a cheap wallpaper you can buy in your local walmart. but why is that so. lets take a deeper look into the source image. for that we desaturate it. http://img151.imageshack.us/img151/3348/15710360mk7.jpg ok now the pic´s black and white. and now? it tells us quite alot! normal maps are commonly refered as bump maps on steroids. specially if you create them via photoshop. generally speaking white areas are the peaks and dark areas are the valleys. as you can see in the image some stones are black. would make much sense having these caving inside whilst their actual geometry is described with a convex shape. ok so how to we solve this? increase the samples in the plugin. hmm lets try this: http://img509.imageshack.us/img509/7303/10resultvr5.jpg http://img509.imageshack.us/img509/6400/10resultdiffun1.jpg hmm looks better but still they appear flat so what do we do?? we gonna do what the plugin does but manually MANUALLY?? yes manually but we´ll use some trickery to get what we want ok as i said earlier on the B/W image tells us alot about the geometry BUT since some things like stones (or whatever) can be black we´re having a problem :/ so what now? hang us? no.. open up your image and then click on Image>Mode> LAB-Channel. http://img208.imageshack.us/img208/5329/93040222zn6.jpg ok what the heck is LAB channel??? lab channel is something quite nice! it saves us a luminocity channel! http://img208.imageshack.us/img208/7158/94340320cf7.jpg see the difference? ok some might say hey i could crank up the brightnes to get that well.. it might work in some cases in others not... that my approach and youre free to follow or not. anyway but still we have some stones that are dark due their color. we do not want that. what we aim for is to get something similar to a bump map that just describes the height! so we need to elimate these folks http://img522.imageshack.us/img522/8532/12cl8.jpg for this i took the LAB channel and pasted it into a new image and then collapsed it down and converted into an average RGB. also as we just want to describe the actual geometry i bluerd the image a bit to get rid off all those small nooks and crannies. we will need them but not right now. next step is to basically paint over some stones, preferably the dark ones to give them more height. you can use the dodge and burn tools or just paint with black and white and blend them, what ever serves you. also i cranked the contrast a to get better peaks and valleys. http://img149.imageshack.us/img149/3281/13tl3.jpg alright but wheres the normal map fun?? here it comes save that B/W image and run the normal map filter with it as settings i used : height generation 4 sample scale 5 height source: average RGB anything else isnt important. ok now we have a normal map it looks cool but still not awesome here comes the trickery. its simple if you know how to do it heheh and its not really magic. what you do is the following. duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, etc etc. yes thats all! duplicate copies the normal map and setting it to blend mode somewhat doubles the "height" blurring allows you do get smoother transistions. now that youve youve done this merge all layers down and eventually use the smoothing brush to get some nasty edged stones smooth. ok now we have a geometry describing normal map. but it doesnt have any detail! all the scratches are gone! NEPHILIM IS A LIAR *DIE**HATE*! remember the other crappy normal map we got previously? load it up and copy it into the "cool" normal map and set it to overlay blend mode youll get this: http://img475.imageshack.us/img475/7964/14ge7.jpg now that looks cool! and much better than the crappy normal map we previously had. as a last step we merge it all down and fire up the normal map filter again and go into Alternate Conversions and set it to Normalize only. during the copy/paste/blend process some channels get messed up slightly this option fixes it. so dont forget that! so heres how it looks in action just the diffuse, normal map, and some hard specularity to get a wet look: http://rapidshare.com/files/74882629/gravel_nm_diff.avi.html no magic, no clumsy messing with the normal maps channels i admit i couldve done better with this normal map. but i just want to give you a glimpse on what can be done with some extra effort! remember! layer your normal maps and blend them with other images. you´ll get far better results! here´s another texture ive done on the fly using the similar techique. bad : http://rapidshare.com/files/74882961/2_bad.avi.html good : http://rapidshare.com/files/74883090/2.avi.html ok folks next friday ill cover hi poly reference models and of course show some dirty tricks hope you enjoyed reading. im of course open for critics and suggestions! cheers! Share this post Link to post Share on other sites
Panda-PL- 0 Posted December 7, 2007 Hey, nice work. I thougth it was obvious that you need a height map to make a normal map but apparently not everyone knew that. I think you've omitted the fact that ArmA uses inverted Y axis, but I don't see this mistake lately so maybe people discovered it on their own. Waiting for that next tutorial of yours, I could use some dirty tricks in that field . Share this post Link to post Share on other sites
nephilim 0 Posted December 7, 2007 yea well its just a general idea can be applied to anything. sometimes you dont need to do that height map thing eg if you do some scratches or just convert a dirt map to get some surface detail you dont need extra height maps its the same as i showed with the "bad" normal map of those pebbles. for geometry its bad for details its cool. as far as the y-axis just go into the channels and invert it voila. weird tho... Share this post Link to post Share on other sites
luki 53 Posted December 7, 2007 Great and easy to do tut. Thanks for this neph. I need to try this right now /Sgt.Ace Share this post Link to post Share on other sites
blackjack-VS- 0 Posted December 8, 2007 Nice nifty tricks! thanks for sharing. Share this post Link to post Share on other sites
KKB 0 Posted December 8, 2007 Much appreciated! Amazing how many people have "bought" photoshop... Just in case there are others like me who don't have it, I was able to recreate this tutorial with GIMP and this plugin. Looking forward to the next installment of your weekly series! Share this post Link to post Share on other sites
scars09 9 Posted December 11, 2007 very nice nephilim! i had to try it with complete different tools, (psp7 and crazybump for the basic normal), the methods you describe work independent from the tools used, really some nice tricks, f.e. running an effect again and again, instead of undo and increase the effect is something i never tried, something i dont even spent a thought about. adobe should buy those paint shop pro guys, just to make it easier for the inexperienced user to determinate wich software he owns, photo shop or just a crappy paint shop. and i wondered why the screens look so totally different Share this post Link to post Share on other sites