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Old 05-12-2007, 02:55 AM   #11 (permalink)
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Quote:
Originally Posted by Flakk View Post
I don't quite understand how you're supposed to model a normal map for a generic seamless texture :/.
I think you'll find the answer to that question in this thread

http://www.game-artist.net/forums/showthread.php?t=1615
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Old 05-12-2007, 04:20 AM   #12 (permalink)
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I did find an answer. Thank you. Or should I say, thank you Decs
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Old 05-12-2007, 04:47 AM   #13 (permalink)
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Quote:
Originally Posted by Flakk View Post
I don't quite understand how you're supposed to model a normal map for a generic seamless texture :/.
Do it in Zbrush, its fairly easy actually and the results are WOHA!
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Old 05-12-2007, 05:26 AM   #14 (permalink)
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I actually quite prefer to do the structure modeling in Max and then if it needs a little more artistic touch, bring it into your prefered sculpting package

Good luck in the contest everyone
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Old 05-12-2007, 05:41 AM   #15 (permalink)
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I've never touched Z-brush so... O_O

I don't stand the slightest change, but I've started doing normals for a little breaker ^^
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Old 05-12-2007, 08:28 AM   #16 (permalink)
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Check these out, great links:

http://www.iddevnet.com/quake4/ArtRe...eatingTextures

(good too, but I myself dont greyscale everything)
http://www.iddevnet.com/quake4/ArtRe...e_SpecularMaps
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Old 05-12-2007, 08:57 AM   #17 (permalink)
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I knew there was a tutorial out there that explained this workflow, couldn't find it for the useful links. I'll add it to the first post...
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Old 05-12-2007, 09:24 AM   #18 (permalink)
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what about floors? It's not just about walls right?

I'm thinking about 2 walls and 1 floor texture
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Old 05-12-2007, 09:33 AM   #19 (permalink)
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Yes, floors and ceilings are allowed to
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Old 05-12-2007, 10:13 AM   #20 (permalink)
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Some people seem to be getting a bit confused as to what we're looking for here. I'll have a go at clearing it up :P

Here's an example of some tiles and a breaker;


The tiles are pretty generic and seamlessly tile together - usual sort of thing.
The breaker is able to seamlessly fit between two tiles, but it includes some kind of unique detail or attribute that serves to "break" the monotonous tiling.

We're looking for 3 sets of 2 textures.

Each set would include;
One 1024x1024 generic tile
One (1024 or 512 or 256)x1024 breaker tile
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