OrbWeaver on 28/11/2005 at 10:05
A few questions:
1. You've got the normal map smaller than the diffusemap - surely this is the wrong way round?
2. Do you want us to model and texture the objects, or do you have existing objects available for download that you would like to be textured?
3. Do objects have to have a single "skin"? With some objects (particularly large ones) I prefer to create tileable stock textures and then apply several textures to a multimesh object.
HansCz on 28/11/2005 at 10:27
I'm just now getting into UVW mapping but have a past doing texture images. If somebody could Map them onto the model in question I'd be glad to supply a few images.
Shadowspawn? You can UVW map but don't like doing the images...maybe we could do a model or two?
Fingernail on 28/11/2005 at 12:05
Well, basically the best thing is to use your best judgement. For large objects, certainly it's often better to have a larger normal map so when viewed close up the shading is detailed. On smaller stuff, you're less likely to notice small changes in shading so much, so the actual diffuse itself is a little bit more important.
But yeah, judgement which applies to each case is what's best.
New Horizon on 28/11/2005 at 13:47
Yes, I should definately have mentioned that these are simply guidelines. The Diffuse should definately not be any larger than what is defined but the normals and speculars can be equal to or less than the diffuse. Large floor and ceiling tiles use equally sized diffuse and normals but on smaller models, it's not a problem, as Finger said.
Springheel on 28/11/2005 at 16:37
Below is our current list of models that are waiting for textures. There is a high-poly model to get a normal-map from and a low-poly that is actually textured and used in the game.
We'll be able to add a lot to this list if there's interest in this sharing idea...we have at least a dozen other models that just need a low-poly version to be texture-ready.
Many of these models can be seen in this image:
Inline Image:
http://www.mindplaces.com/save/models2.jpg- victorian desk chair
- wide bookshelf
- grandfatherclock
- viktrola (high poly not needed)
- Second Dining table
- beermugs (expensive/cheap)
- Bathtub,washbasin,and some pots
- Stone Well
- Fountain
- Candlesticks
- Coin pouch **looks like this even comes with a uv map**
- Cutlery
- Waterpump
Ziemanskye on 28/11/2005 at 16:47
So are those things you already have the high and lows of?
Or do you want people to build the low-polys to help create normal maps, or what...
I mean, without access to the actual models this is probably all a bit hypothetical anyway - apart from ultimately generic textures you can't really work on them without knowing what exactly they are going on, or how they're unwrapped.
Fingernail on 28/11/2005 at 17:11
Yes, those things already have at least high res models I believe. That's just a sample of the number and variety of objects we have waiting to be skinned.
Obviously some sort of open database would be constructed.
OrbWeaver on 28/11/2005 at 17:17
Are those in LWO format?
I'll have a crack at a few if I can get them into Blender (which I can if they are LWO).
Fingernail on 28/11/2005 at 17:19
Some'll be LWO, some might be 3DS or even OBJ. Anyway, most programs support those formats, or we can probably convert some as well.