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Texture Baking Tut for Blender - Feedback  "Crits and suggestions for a Blender Texture Baking Tut."

User is offline   Tea Monster 

  • Polymancer

#1

A number of the P-HRP texture artists are very new to normal and parallax map creation. A few of them have a bit of modelling experience though. So I've volunteered to make a quick tut on how to make a model version of an existing texture and bake a parallax map for said texture.

Here is a rough version. I've got to pretty it up a bit, but should get you going. Can you take a look and see if it describes everything that you need to know to do this.

ONE BIG POINT: This is NOT a modelling tut! I've included some basic stuff about subdivision modelling and how to set it up in Blender, but I can't really cover the whole Subsurf modelling thing in detail. Also, you could render a diffuse out using this model, but you would need to apply textures and set up lights and various texture maps - something that other tuts have covered properly already.

Again, the tut was requested for Blender 2.5 so that is what I'm using here. Please keep in mind that 2.5 is alpha and save often.

So, could the texture artists take a look at this and see if there is anything vital I've missed or anything else that needs more explanation.

Once everything is sorted out I'll post a finished version into the resources thread.

http://www.filedropp...rtexturetutbeta
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User is offline   Plagman 

  • Former VP of Media Operations

#2

After 10 tries I finally managed to get your PDF. Attaching it here since Filedropper is apparently the worst site ever.

Attached File(s)


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User is offline   Plagman 

  • Former VP of Media Operations

#3

Great work! It's great that you stressed that sharp edges are bad.

I think "everything should be on the same plain" should be "same plane" instead, no?
Would it be possible to extend that tutorial all the way to the final in-game result? Eg. explain the DEF syntax, how to find the right parallax values using the override cvars, etc? Maybe this should be a separate document to keep the baking tut non-duke specific.
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User is offline   Tea Monster 

  • Polymancer

#4

View PostPlagman, on Jun 9 2010, 08:48 PM, said:

Great work! It's great that you stressed that sharp edges are bad.

I think "everything should be on the same plain" should be "same plane" instead, no?
Would it be possible to extend that tutorial all the way to the final in-game result? Eg. explain the DEF syntax, how to find the right parallax values using the override cvars, etc? Maybe this should be a separate document to keep the baking tut non-duke specific.


Thanks. I think I might stress that a bit more about the soft shapes.

I could do a bit about def files and tag it on the end.

Yeah, that was a typo.

What I'd like is for one of the current texture artists to see if it helps them, and more specifically, if there is anything required to make it more understandable.
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User is offline   Spiker 

#5

Pretty good tut Tea Monster. Even a complete noob could follow it :( So are you planning to open a blenderguru-like site? :(
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User is offline   Tea Monster 

  • Polymancer

#6

LOL, I actually had produced a tut on how to use Plagman's MD3 exporter, so that would be two, so technically I could open a site! :( ( :( )

I used to have a site with all my Duke models on it and a progress thing on what I was working on. It's kind of fallen by the wayside.
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User is offline   fgsfds 

#7

What am i doing wrong?

Attached thumbnail(s)

  • Attached Image: Untitled-1.png

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User is offline   Tea Monster 

  • Polymancer

#8

I found out what the problem was. I needed to add a 'composite' node and have that as one of the outputs. Then, when I hit 'Render' it dropped the file. I've added a viewer window on this example, but you don't really need it.
Also, the file created had a "0001" on the end.

Attached Image: composite1.jpg

One big thing - If you are using Blender 2.57 upwards - you need to drop the two channel swap nodes. They 'fixed' that in 2.57.

Thanks for the feedback.

I might do a defs thing with it.

This post has been edited by Tea Monster: 18 May 2011 - 02:09 AM

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User is offline   fgsfds 

#9

Thanks. And one more question.

How to set right parallaxbias and parallaxscale values in def?
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User is offline   Tea Monster 

  • Polymancer

#10

View Postempy, on 18 May 2011 - 05:45 AM, said:

Thanks. And one more question.

How to set right parallaxbias and parallaxscale values in def?


I think you need to just try it out and see what you get. I'd choose a similar tile and copy the p/p line from that and use that as a jumping-off point. From there, adjust till it looks right.
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