vjludovico Posted November 20, 2011 Author Share Posted November 20, 2011 Ndos website has moved... best thing to do is search youtube for a video tut and there should be an updated link in the description.... I just got the beta of Ndo2. :thumbsup: edit: this is the free PS plugin http://quixel.se/nDo1/ Brilliant, +1 Link to comment Share on other sites More sharing options...
Mansh00ter Posted November 20, 2011 Share Posted November 20, 2011 Also, especially when making more complex stuff like armor, the best way to get awesome normal maps is to use software like ZBrush or 3D techniques like mesh baking. It doesn't really compare with the "faked" normal maps you get from 2D tools. I wouldn't be surprised if something like that was used by the dev team, at least for more demanding and complex textures and models. Link to comment Share on other sites More sharing options...
TwiggySkyrim Posted November 20, 2011 Share Posted November 20, 2011 Also, especially when making more complex stuff like armor, the best way to get awesome normal maps is to use software like ZBrush or 3D techniques like mesh baking. It doesn't really compare with the "faked" normal maps you get from 2D tools. I wouldn't be surprised if something like that was used by the dev team, at least for more demanding and complex textures and models. This is almost definitely correct- they probably made ultra high poly models and then baked them onot the low poly game models. One important thing to remember is that there ae different types of normal map used in skyrim. I'm not an expert but I think characters use model-space normals and scenery uses tangent space. As for what that actually means I don't have the foggiest :P Link to comment Share on other sites More sharing options...
kuro1n Posted November 20, 2011 Share Posted November 20, 2011 (edited) Also, especially when making more complex stuff like armor, the best way to get awesome normal maps is to use software like ZBrush or 3D techniques like mesh baking. It doesn't really compare with the "faked" normal maps you get from 2D tools. I wouldn't be surprised if something like that was used by the dev team, at least for more demanding and complex textures and models.For some objects they have definitely done that but i doubt they did it that way for all the weapons etc. Usually its actually easier nowadays to start with a highpoly and work your way to lowpoly if ur creating a bit bigger items/creatures. The way i work is I create a model using zbrush and dynamesh then retopo, uvmap bake etc. Theres so many good programs these days, UVLayout is extremely good for uvmapping for example. : > Edited November 20, 2011 by kuro1n Link to comment Share on other sites More sharing options...
Mansh00ter Posted November 20, 2011 Share Posted November 20, 2011 Tangent space normal maps are used for meshes which are expected to deform, like characters. They are the "bluish" ones. The more colorful ones are the object space normal maps, and are usually used for meshes which can not deform, like buildings, rocks etc. since they're more efficient than tangent space ones. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 20, 2011 Share Posted November 20, 2011 Tangent space normal maps are used for meshes which are expected to deform, like characters. They are the "bluish" ones. The more colorful ones are the object space normal maps, and are usually used for meshes which can not deform, like buildings, rocks etc. since they're more efficient than tangent space ones.I've heard that a lot, which I find weird because Battlefield only used Object space on Characters... and Bethesda has done the same. Link to comment Share on other sites More sharing options...
Mansh00ter Posted November 20, 2011 Share Posted November 20, 2011 Also, especially when making more complex stuff like armor, the best way to get awesome normal maps is to use software like ZBrush or 3D techniques like mesh baking. It doesn't really compare with the "faked" normal maps you get from 2D tools. I wouldn't be surprised if something like that was used by the dev team, at least for more demanding and complex textures and models.For some objects they have definitely done that but i doubt they did it that way for all the weapons etc. Usually its actually easier nowadays to start with a highpoly and work your way to lowpoly if ur creating a bit bigger items/creatures. The way i work is I create a model using zbrush and dynamesh then retopo, uvmap bake etc. Theres so many good programs these days, UVLayout is extremely good for uvmapping for example. : > My preferred method is to model a base mesh in a 3D modelling package, then import that to ZBrush for detailing. Especially with ZBrush 4 and layers, it makes creating highly detailed and complex textures a breeze. I don't usually do high poly/low poly mesh baking since compared to Zbrush it's way too much work.Another new and very useful tool for those who like to do their character work by sculpting as opposed to traditional modeling, is Sculptris. In my opinion one of the most user friendly and intuitive sculpting solutions out there. Making game assets from Sculptris models requires retopology though, for which I would recommend 3DCoat and it's auto-retopology tool, which is just plain awesome. Link to comment Share on other sites More sharing options...
Mansh00ter Posted November 20, 2011 Share Posted November 20, 2011 Tangent space normal maps are used for meshes which are expected to deform, like characters. They are the "bluish" ones. The more colorful ones are the object space normal maps, and are usually used for meshes which can not deform, like buildings, rocks etc. since they're more efficient than tangent space ones.I've heard that a lot, which I find weird because Battlefield only used Object space on Characters... and Bethesda has done the same. Just opened a few normal maps and they look like tangent space ones to me. Which makes sense, tangent space normal maps are the most flexible and powerful and with today's systems the extra efficiency you get from object space normals isn't really a factor. Link to comment Share on other sites More sharing options...
kuro1n Posted November 20, 2011 Share Posted November 20, 2011 Also, especially when making more complex stuff like armor, the best way to get awesome normal maps is to use software like ZBrush or 3D techniques like mesh baking. It doesn't really compare with the "faked" normal maps you get from 2D tools. I wouldn't be surprised if something like that was used by the dev team, at least for more demanding and complex textures and models.For some objects they have definitely done that but i doubt they did it that way for all the weapons etc. Usually its actually easier nowadays to start with a highpoly and work your way to lowpoly if ur creating a bit bigger items/creatures. The way i work is I create a model using zbrush and dynamesh then retopo, uvmap bake etc. Theres so many good programs these days, UVLayout is extremely good for uvmapping for example. : > My preferred method is to model a base mesh in a 3D modelling package, then import that to ZBrush for detailing. Especially with ZBrush 4 and layers, it makes creating highly detailed and complex textures a breeze. I don't usually do high poly/low poly mesh baking since compared to Zbrush it's way too much work.Another new and very useful tool for those who like to do their character work by sculpting as opposed to traditional modeling, is Sculptris. In my opinion one of the most user friendly and intuitive sculpting solutions out there. Making game assets from Sculptris models requires retopology though, for which I would recommend 3DCoat and it's auto-retopology tool, which is just plain awesome.I used to work like you do but with the introduction of dynamesh i started going directly from zbrush more. Auto retopology will never give you as good geometry as if you do it manually though which is very important when it comes to characters for example, deformation zones will be quite bad. I imagine it could work decently for misc items where there wont be deformations and such though. Whats the difference between sculptris and zbrush btw? Link to comment Share on other sites More sharing options...
Ghogiel Posted November 20, 2011 Share Posted November 20, 2011 Whats the difference between sculptris and zbrush btw? about $700 :tongue: voxels and pixols :tongue: plenty in terms of power. sculpting in sculptirs is neat and pretty dang good for free. Link to comment Share on other sites More sharing options...
Recommended Posts