Effective Normals For DFX/JO

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Effective Normals For DFX/JO

Postby Ziprock » 05-29-2007 04:43 PM


Normal maps give the impression of a slight bump in textures. In Jo/DFX they are used to create shadows/highlights on textures <i>dynamically</i> while in-game. Meaning when an object spins around a light source, the shadows caused by normal maps move around. Im not sure how it works exactly but if you look at the picture up top you will see that normals give greater detail to objects without using more poly's.

<b>Creating a Normal Map:</b>
Normal maps can be made a few different ways. Just google <a>creating normal maps</a>. The way i do it (easiest and quickest way i know how), is I take a texture, turn it black and white or <i>gray scale</i> (in photoshop CTRL+U), usually add more contrast (greater contrast = greater shadow/detail), then use nVidea's normal map filter. These are the settings i used for the image up top, it turned out well:


Save the normal map (i advise using the same name as original texture to save later mix ups) as a tga file, you may optionally re-name the ending as .mdt if you wish. All the normal maps nova has made are .tga files with .tga replaced with the ending .mdt

Ill assume you already know how the SuperOED works so i will jump over alot of things. Basically, after you import your object, and you have your texture on there, hit M to bring up the materials window. On the top right you should see <b>Shader Selection</b>. Pick Local Space Bump - Diffuse Only. Its what i used for the object up top in the photo. After you have selected that, click the box next to the text <b>"Normal 1"</b>. Browse to your normal map file and there you go. Export the .3di and check out what you have just learned.


Currently building my own mod. Expect quality and attention to detail!
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Postby BuLL » 05-29-2007 05:00 PM

Nice tut zippy;)
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Postby J.J » 05-30-2007 05:02 AM

very nice m8
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Postby dzine » 05-30-2007 06:52 AM

That's superb! Thanks for the Tut Zip!
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Postby loa » 05-30-2007 07:41 AM

glad to see some one step out and make a nice simple tut. been awhile since we had one. thanks bro
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Postby Black Ice » 05-30-2007 06:57 PM

Nice tutorial!

Any tips on bump mapping an extremely detailed vest? :(
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