Forums Aritcles
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Support
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 07-23-2008, 10:29 AM   #1 (permalink)
Amateur Artist
Genia's User Activity: 0/10
59 - 3
Texturing a normal mapped model

Theres just been something I was wondering about when creating a texture mapped model.

If you create some details on the high poly normal mapped version of the model (a rivet etc) ... whats the best way to then go about painting it in the right place on the low poly UV map? Do you just use an overlay of the normal map itself to tell where it should be on the texture? Or is there some better way that Im missing?

For example ... ive modelled a very low poly barrel, and then added some metal rings to it with bolts in the high poly version. Whats the best way for me to then paint the metal ring texture in the right place on the UV map?

Genia
Genia is offline   Reply With Quote
Old 07-23-2008, 10:38 AM   #2 (permalink)
Grumpy Captain Awsome
Silver Star 
Dennispls's User Activity: 7/10
666 - 71
You could texture it first and then use that as a guide or like how you just described.
Create the normalmap and use it as an overlay to determine where it has to go.
Dennispls is offline   Reply With Quote
The Following User Says Thank You to Dennispls For This Useful Post:
Old 07-23-2008, 11:13 AM   #3 (permalink)
Game-Artist.net Staff
benclark's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling Golden Star 
benclark's User Activity: 3/10
2,013 - 290
I always keep a copy of the normal map on top of my layer stack so I can just turn it on and off for reference

alternatively you can assign basic colours to the high mesh details and bake those out into a diffuse map and they will be there for you already
__________________
www.benjaminclark.net
benclark is offline   Reply With Quote
The Following User Says Thank You to benclark For This Useful Post:
Old 07-23-2008, 12:36 PM   #4 (permalink)
Game-Artist.net Staff
Talon's Avatar
Winner of Speed Texturing Golden Star 
Talon's User Activity: 10/10
2,696 - 461
Usually I'll keep the full normal map way down beneath everything (for a more exact reference of where all the stuff is, so I can block out the base colours) and I'll also pull the blue channel from the normal map and stick it way up top of the stack and set it to multiply (so I've a fairly accurate and not overpowering guideline for details).

Or if I've baked a AO map, I'll just use that as my guide, multiplied over the top of stuff.
__________________
> My Portfolio
> Hull-Breach Lead Modeler
> Supporter of good crits.
Talon is offline   Reply With Quote
The Following User Says Thank You to Talon For This Useful Post:
Old 07-25-2008, 04:11 PM   #5 (permalink)
Game Art Student
Jedah's Avatar
Jedah's User Activity: 1/10
125 - 9
I keep 2 copies of the normal map on the top layer - one at 100% opacity that I have visibility turned off at almost all times unless I really need it, and another at 10% opacity with visibility always on. Talons method is probably better though
Jedah is offline   Reply With Quote
The Following User Says Thank You to Jedah For This Useful Post:
Old 07-29-2008, 08:19 AM   #6 (permalink)
Amateur Artist
Genia's User Activity: 0/10
59 - 3
Just got back from holiday and checked up on this thread. Thanks for the help everyone. I hadnt thought of texturing it and backing the result. Ill probably try both and see which works best.

Thanks again!

Genia
Genia is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 01:36 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net