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David-Holland — Generic Sci-Fi Hallway Assets

Published: 2012-05-24 15:58:15 +0000 UTC; Views: 6811; Favourites: 22; Downloads: 104
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Description Assets and textures used for the scene [link]

Maya
Photoshop
UDK
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Comments: 5

EsaNany [2012-06-21 16:22:32 +0000 UTC]

How do you make your normal maps?

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David-Holland In reply to EsaNany [2012-06-22 08:39:03 +0000 UTC]

There are many ways to create normal maps; Basic normal maps can be created pretty effectively straight from images or height maps using programs like Crazy Bump [link] or Ndo 2 [link] The most effective way is to bake from a high poly mesh or sculpt. You can bake maps in most 3d programs these days, Maya [link] and Max [link] been the best in my opinion. xNormal [link] is also a invaluable program for baking normal maps. There are many articles and tutorials around the net. I suggest checking these sites out for info;

[link] 3d motive
[link] eat 3d
[link] polycount environment sculpting
[link] polycount character sculpting
[link] philip k tutorials

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Pyrogoth85 [2012-06-06 23:00:21 +0000 UTC]

oh maya... with 3d max I can't pull out good normal maps.. and havin UW issues...

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543Bs0Za [2012-05-24 16:04:53 +0000 UTC]

so diffuse and normals were all you used?

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David-Holland In reply to 543Bs0Za [2012-05-24 16:11:09 +0000 UTC]

I tiled a generic scratched texture for specular which i stored in the red channel of one of the hologram textures. I didn't bother with any unique spec maps this time

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