By the way, do you think normal map is necessary for this?
Application as a Texture Artist
Started by
azayrahmad
, Aug 07 2012 03:19 AM
27 replies to this topic
#21
Posted 09 August 2012 - 09:40 PM
#22
Posted 10 August 2012 - 12:58 AM
Normal is an evolution of the Bump maps 
Well normal map applies in different ways
You see, in a planar object, like a carpet, you shouldn't do normal maps. So almost all the things in your above texture shouldn't need normal maps - If I saw it correctly. However the triangular roof decoration is clearly an object with depth. So this is where the normal map goes, and tells the renderer that it has highs and lows that are mapped within a simple model's face.
It's really tricky to get normal maps from images, since the correct way to do them is to create a high-poly sculpted version of the model that would be baked into a low-poly mesh of the same model. But it takes too much time, that's why normal maps will be converted from the difuse image textures we have now
So, to sum up my point. There are areas of this image that would require the implementation of normal maps. But don't bother about them right now.
Keep with your awesome job. We'll cross that bridges when we get to them.
I might do a tutorial for that as well, but I really don't have time right now.
Keep it up, mate!
Well normal map applies in different ways
You see, in a planar object, like a carpet, you shouldn't do normal maps. So almost all the things in your above texture shouldn't need normal maps - If I saw it correctly. However the triangular roof decoration is clearly an object with depth. So this is where the normal map goes, and tells the renderer that it has highs and lows that are mapped within a simple model's face.
It's really tricky to get normal maps from images, since the correct way to do them is to create a high-poly sculpted version of the model that would be baked into a low-poly mesh of the same model. But it takes too much time, that's why normal maps will be converted from the difuse image textures we have now
So, to sum up my point. There are areas of this image that would require the implementation of normal maps. But don't bother about them right now.
I might do a tutorial for that as well, but I really don't have time right now.
Keep it up, mate!
Daniel Schubert [ aka Gen.Kenobi]
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
Vote for 0 A.D. in the 2012 Indie of the Year awards!


Visit Revora Creative Network! : )
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
Vote for 0 A.D. in the 2012 Indie of the Year awards!


Visit Revora Creative Network! : )
#23
Posted 10 August 2012 - 04:27 PM
azayrahmad, on 09 August 2012 - 09:40 PM, said:
Hey! Nice work! that's looking better!
Don't worry about the specular and normal/bump maps by now.
But keep in mind that in the near future we will need to make normal maps for our textures, it's not bad to inform yourself how to generate them (there are GIMP and PS plugins to make them)
I would suggest last touches and we're good to go:
-Reduce the rounded pieces a bit and increase a little the mosaics. Mosaics will be bigger parts in the building.
-Increase some of the patterns' texture space (make them bigger) some of them are too small to use.
-Give more contrast to the mosaics. They will look better in-game even from a distance.
-You can get rid of one triangular relief, I think one should be enough and will give you more texture space for the rest of artwork.
-(Optional) You can paint the triangular relief. Greeks painted all of their artwork, but the paint is lost over time. (you can add a transparency layer, blend it with multiply, and paint over it)
The last step I perform when making new textures is to use a sharpen filter when the texture is ready.
This is because subtle color changes usually get blurry when looking them in-game, and sharpen the final texture helps to reduce the blurry effect.
When ready I'll start adding decorations to some of the greek buildings using your texture and you'll see the final result
#24
Posted 11 August 2012 - 01:49 PM
Done!
-Removed two rounds and added two mosaics. All has been contrasted.
-The pattern's sourcedidn't have any higher resolution version, so I have to vectorize it all. The one with lion's heads is difficult though, so I leave the original. Might be useful for smaller objects. I wonder how big will these pattern be used. I'm planning to make the dark parts of the patterns to be transparent to be filled with player colors. Also should I make some color variations for the patterns?
-I keep the triangle with simpler artwork. Unfortunately at this moment I don't have any graphic tablet so I think if I have to paint it with mouse, the result won't be satisfactory.
Is it possible to make normal maps based on depth map? I find creating depth map a lot easier than sculpting high poly models. Also if we've planned to have normal maps, should the triangle (and all depth textures) be saved in a separated file?
-Removed two rounds and added two mosaics. All has been contrasted.
-The pattern's sourcedidn't have any higher resolution version, so I have to vectorize it all. The one with lion's heads is difficult though, so I leave the original. Might be useful for smaller objects. I wonder how big will these pattern be used. I'm planning to make the dark parts of the patterns to be transparent to be filled with player colors. Also should I make some color variations for the patterns?
-I keep the triangle with simpler artwork. Unfortunately at this moment I don't have any graphic tablet so I think if I have to paint it with mouse, the result won't be satisfactory.
Is it possible to make normal maps based on depth map? I find creating depth map a lot easier than sculpting high poly models. Also if we've planned to have normal maps, should the triangle (and all depth textures) be saved in a separated file?
#25
Posted 11 August 2012 - 02:04 PM
azayrahmad, on 11 August 2012 - 01:49 PM, said:
Is it possible to make normal maps based on depth map? I find creating depth map a lot easier than sculpting high poly models.
#26
Posted 11 August 2012 - 04:41 PM
Wow, those patterns are now too big. Nice work vectorizing them though 
I would suggest to scale them down a little, and the make patterns consisting in four or five tiles.
Get rid of the BW painting of the crouching soldier and the faces pattern (I don't think it will look nice) for more texture space.
Other than that, I like how it's looking, mosaics are looking great and sharp and they have enough color variety
I hope all this changes do not discourage you of working on it. Having one-tile pattern forces the 3D artist to make one polygon for each tile, having them repeating on the texture saves a lot of polygons.
Looking forward to use your finished texture on the buildings
I would suggest to scale them down a little, and the make patterns consisting in four or five tiles.
Get rid of the BW painting of the crouching soldier and the faces pattern (I don't think it will look nice) for more texture space.
Other than that, I like how it's looking, mosaics are looking great and sharp and they have enough color variety
I hope all this changes do not discourage you of working on it. Having one-tile pattern forces the 3D artist to make one polygon for each tile, having them repeating on the texture saves a lot of polygons.
Looking forward to use your finished texture on the buildings
#27
Posted 11 August 2012 - 10:42 PM
Enrique, on 11 August 2012 - 04:41 PM, said:
Wow, those patterns are now too big. Nice work vectorizing them though 
I would suggest to scale them down a little, and the make patterns consisting in four or five tiles.
Having one-tile pattern forces the 3D artist to make one polygon for each tile, having them repeating on the texture saves a lot of polygons.
I would suggest to scale them down a little, and the make patterns consisting in four or five tiles.
Having one-tile pattern forces the 3D artist to make one polygon for each tile, having them repeating on the texture saves a lot of polygons.
I don't know about that. I thought you guys just 'bucket filled' your 3D surfaces like we do with Photoshop/Gimp
Enrique, on 11 August 2012 - 04:41 PM, said:
Looking forward to use your finished texture on the buildings 
And I'm looking forward to see your 3D models. Perhaps I could create a better texture for it.
Oh, and this:
#28
Posted 14 August 2012 - 01:57 PM
These textures look really good dude! Somebody please apply them to the buildings
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