Elusive Max/Maya shader for normals...
by Russell Fincher · in Artist Corner · 03/29/2007 (2:41 pm) · 2 replies
I seem to remember, at IGC a couple of years ago, talk about a shader or script for Maya/Max that would render out a shape as a normal map... I'm not talking about the well-known process indicated in TDN here, it was just a simple standard render, but the script/shader set up colored lights or something to generate the colors for the map.
I also think that it was placed on TDN somewhere, but I can't find it now.
Does anyone know what I'm talking about?
I also think that it was placed on TDN somewhere, but I can't find it now.
Does anyone know what I'm talking about?
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
#2
Looked sweet though. ;)
Thanks for getting my head out of the clouds, Magnus, heh.
03/29/2007 (3:18 pm)
I've seen that article somewhere... thought it was cool, too. I saw a lecture at GDC this year where the developers were taking high-resolution height scans with this portable 3D scanner of a rocky texture, yielding high-resolution geometry in a modeling program, and converting it to normal maps from there. I was thinking "has it really gotten to the point where it takes three guys 2 days with $20,000 worth of gear to make one texture?!!"Looked sweet though. ;)
Thanks for getting my head out of the clouds, Magnus, heh.
Torque Owner Magnus Blikstad
Actually, I did read some article somewhere a while ago that involved shining a light from the top/bottom/left/right/etc on an object (a REAL object that is) and taking a series photographs. Then you'd stitch those together into a normal map. Pretty interesting idea for the application of extracting a normal/bump map from a real object. =)