Hi Guys. For a little while now I have been learning how to create models/textures for SC2 using 3DS Max and the SC2 Art Tools. The current model I am working on is a Stargate. Creating the model was fairly simple but I am having problems creating the Normal Map texture. I am using GIMP with the Normal Map plugin to create the texture and it looks like it comes out ok. The problem I am having is that after the normal map is applied to the model, certain parts are getting shaded very weirdly (see below).
Without normal map:
With normal map:
When I created the Stargate model, I separated it into 9 sections which were all copies of each other. Each section was symmetrical around the centerline of the chevron (the arrow bit on the model) so in essence I only created a small 20 degree segment of the full 360 degree arc of the model. When creating the textures, I followed the same philosophy and only drew enough to cover a 20 degree segment. When the normal map is applied it seems each 20 degree segment is getting shaded strangely so I wonder if this has something to do with my problem?
Other than that I really have no idea what is causing this problem. Thanks in advance for the help and if you need more info, please let me know.
Your normal map is empty. But it's not jsut empty. Its alpha channel is white. Which means a huge slope. And this is what fucks the look of the model.
If you fill the alpha layer with 127 gray, it will look ok. But empty normal map is useless. Model's smoothing is used as a kind of normal map when normal texture is absent. And by adding empty normal map, you change nothing. It can add details if contains some information. Check sc2 normal maps.
Thanks. I think I have fixed the normal map (attached) but I am still getting the same shading issues as before. As far as I can tell it is set up the same as the blizzard SC2 normal maps (at least the Waterbat Normal texture provided in the tutorials)
While I understand the basic concept of normal maps, I think I am getting a little confused on the proper process of how to create one. Does anyone know of a good resource which could help me in this regard?
Sc2 normal map standard is a bit different, it uses G and A channels. And G is inverted. To turn usual normal to sc2 format, you need to copy R channel to A. And invert G. (By some reason inverting G wasn't required for your normal map, probably because the way you created it).
R and B channels can have anything, usually they white and black. But to save space, you can put there specular and emissive maps.
Usually people create 2 kinds of normals: the tangent-space one, which is when you create high and low poly meshes, and bake the high on. And another kind is the one based on texture.
You can make low and high poly meshes in max, then export them and bake in XNormals. And to generatediffuse based normal, you can use nDo2 program.
And then one of the normal maps should be mixed with another one with overlay layer mode.
There's Assets\Textures\heatwave_normal.dds normal, for example. It's wavy. And can be uv-animated.
Or maybe you can create a combined mateirla with 3 standard materials in it, based on that heatwave normal, with different uv-offset for the each one, and create a global loop animation to make a 3-phase transparency change loop for these 3 materials.
Also, add an alpha mask for those materials with any of "glow" textures, to make it be brighter in center.
Hi Guys. For a little while now I have been learning how to create models/textures for SC2 using 3DS Max and the SC2 Art Tools. The current model I am working on is a Stargate. Creating the model was fairly simple but I am having problems creating the Normal Map texture. I am using GIMP with the Normal Map plugin to create the texture and it looks like it comes out ok. The problem I am having is that after the normal map is applied to the model, certain parts are getting shaded very weirdly (see below).
Without normal map:
With normal map:
When I created the Stargate model, I separated it into 9 sections which were all copies of each other. Each section was symmetrical around the centerline of the chevron (the arrow bit on the model) so in essence I only created a small 20 degree segment of the full 360 degree arc of the model. When creating the textures, I followed the same philosophy and only drew enough to cover a 20 degree segment. When the normal map is applied it seems each 20 degree segment is getting shaded strangely so I wonder if this has something to do with my problem?
Other than that I really have no idea what is causing this problem. Thanks in advance for the help and if you need more info, please let me know.
i can help.
Attach your normal map file
@Zolden: Go
Attached
@djt312: Go
Your normal map is empty. But it's not jsut empty. Its alpha channel is white. Which means a huge slope. And this is what fucks the look of the model.
If you fill the alpha layer with 127 gray, it will look ok. But empty normal map is useless. Model's smoothing is used as a kind of normal map when normal texture is absent. And by adding empty normal map, you change nothing. It can add details if contains some information. Check sc2 normal maps.
Yeah for a general rule of thumb, you cant have any 90 degree angles in normal maps. They just wont show properly.
and too blurred should be sharper.
@Zolden: Go
Thanks. I think I have fixed the normal map (attached) but I am still getting the same shading issues as before. As far as I can tell it is set up the same as the blizzard SC2 normal maps (at least the Waterbat Normal texture provided in the tutorials)
While I understand the basic concept of normal maps, I think I am getting a little confused on the proper process of how to create one. Does anyone know of a good resource which could help me in this regard?
@djt312: Go
Sc2 normal map standard is a bit different, it uses G and A channels. And G is inverted. To turn usual normal to sc2 format, you need to copy R channel to A. And invert G. (By some reason inverting G wasn't required for your normal map, probably because the way you created it).
R and B channels can have anything, usually they white and black. But to save space, you can put there specular and emissive maps.
Usually people create 2 kinds of normals: the tangent-space one, which is when you create high and low poly meshes, and bake the high on. And another kind is the one based on texture.
You can make low and high poly meshes in max, then export them and bake in XNormals. And to generatediffuse based normal, you can use nDo2 program.
And then one of the normal maps should be mixed with another one with overlay layer mode.
Zolden you have an idea that can be rippling event horizon do?
@Kailniris2: Go
I failed to understand your question, try to reask with other words.
@Zolden: Go
You are awesome mate! It works nicely now. Thanks for the help.
@Kailniris2: Go
I have been wondering about that myself. I was thinking of using a ribbon effect similar to the High Templar's cape but am yet to try it.
@Zolden: Go
what I mean. sorry my bad english
@Kailniris2: Go
Is it animated?
There's Assets\Textures\heatwave_normal.dds normal, for example. It's wavy. And can be uv-animated.
Or maybe you can create a combined mateirla with 3 standard materials in it, based on that heatwave normal, with different uv-offset for the each one, and create a global loop animation to make a 3-phase transparency change loop for these 3 materials.
Also, add an alpha mask for those materials with any of "glow" textures, to make it be brighter in center.
Yes, it could be good. however, the standard water texture for?
@Kailniris2: Go
There's no "standard water" normals. But I also found these: Assets\Textures\biodomewater_normal.dds and Assets\Textures\waterfalledge_normal.dds
They look close to that ripple.
I prefer what I mean: defaultwater01.dds -> defaultwater44.dds it is possible to refer to more textures one material, the startools?
I don't know how it's done. Last time we talked about it with Delphinium, he also didn't know.
is it possible to use this?:
@Kailniris2: Go
Yes, for this you need to use flipbook feature of material's layer.