Prop based on the concept art of the game in progress Wasteland 2, made in Blender 2.56, 510 Tris
A friend asked me if I knew a way to generate curvature maps from normal maps directly in photoshop. I usually use CrazyBump or MindTex (I bought this, very useful and cheap) to edit/generate normal maps and curvature maps. Anyway here is a way to generate something similar to a curvature map, just in case you don’t have any of the apps mentioned and can’t afford to pay for any of them, just take into account that you will get better results with a specialized app .
The procedure is:
- Take the Red channel from normal map
- Paste into a another document, duplicate it and invert colors and change names (Red, Red inverted for example)
- Repeat steps 1 and 2 for the Green and Blue color channels, put them in the same document
- Set lighten blending mode on each layer.
- Modify the levels on each layer, input: 128, 1.0, 255 and output 128, 255 (I recorded an action, for more easy)
- Add/modify anything you need
Video here:
doesn’t even know how to make normal maps? take a look here
Article from Modwiki:
http://www.modwiki.net/wiki/Start_a_Specular_map_with_a_Normal_map
Here another video I recorded while I was making a basic 3d pillar in blender, this was for a Brazilian friend who wanted to see the full “making of”, it’s not perfect because it was made in about one hour and easily with a few more time could have better details and textures and model.
Screenshots here:
Some people asked me about what technique did I use in my fly thru/walk thru of my projects in the Blender Game Engine, so that’s why this video. This is how I do my light setup in blender, settings in mist to simulate “haze” effect and 2DFilters and shaders. In this video I’m making a small and primitive level and I didn’t take care about UV’s optimization and other things because I’m focusing on demonstrating the way I use to.
Some facts:
- Why I didn’t use “Light map UV pack” ?? – That is because it take into account non square polygons as square polygons, hence a lot of image distortion is generated. I don’t like that
- Why did I left empty spaces in UV maps? – This is just a practical example, I didn’t focus in optimization, but you should use wisely all you maps
- What about 2D Filters and shaders, where can I get it? – Look for it in blenderartist.org, I usually use SSAO, retinex and bloom in my scenes, there is a version for 2.49b and the new stable releases.
- Mist in world buttons seems to don’t have exposure controls (as 2.49b does) so expect different results in both versions, I will ask Ton for that :/
- Why two lights on scene? – I use one of them as the light sun, the second one as bounce light and a third light would be nice, just try for yourself
Hope you find this usable, if still having some questions feel free to comment here
Get the blend file here.
Here is a building for the level (after a while of doing nothing with this, you know, the real work…), this will be a little bit far and in a higher ground than the others, so it’s more simple and very low polygon compared to the others. The place where is located is not the final, this is to check texture levels.
Here are two more props made by my friend Mondra and another one made by me, still some polish to do, but we’ll wait until the level is complete to add more details and ilumination maps.
http://www.youtube.com/watch?v=W60JumijFIc









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