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QRP MP1/SoA add-on normal maps

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  • QRP MP1/SoA add-on normal maps

    hi, with the recently released diffuse hi-res maps for SoA by the QRT team, I felt compelled to try and make the normal maps myself as a WIP until QRP release their own work (see this thread)

    I've tried as much as possible to stick to QRP's style of normal maps they made for ID1. Hope you'll enjoy it.

    QRP_SoA_textures_norm1.0.pk3
    Last edited by kingennio; 07-22-2011, 01:45 AM.

  • #2
    Thanks !

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    • #3
      Hello kingennio,

      first of all, thank you for your work and that you share it with us.

      Your subfolder has a small typo:
      "texture" instead of "textures"
      (maybe you want to correct it to avoid issues)

      I have a few questions:
      - Did you use CrazyBump ?
      - If yes, did you use these settings: Y = UP and X = right
      - Which proposal did you choose (left or right one. Right at the beginning)

      My questions are just personal ones to understand the difference.

      Thank you again for your effort.
      Seven

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      • #4
        Haven't had a chance to try yet (massive storm going through knocking the power out constantly).
        I just have one question. How do these tile with the id1 normals? In many of the maps you have a SoA only texture beside one from id1 and they are intended to go together. So in those cases how do they look?

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        • #5
          @ Seven,
          you are right Seven, my bad for the missing 's' in textures. I've corrected the problem with a new link (1st post). As for your questions with crazybump,
          - yes, I used Y = UP and X = right;
          - my approach was to open some diffuse maps from QRP's ID1 and let crazybump create a normal, then fiddling with the settings until I could get a result as close as possible from the already available corresponding normals by QRP's. The best setting I could come up with are as follows:
          intensity = 60
          sharepen = 40
          shape-recog = 0
          fine, medium, large, very-large details (all of them) = 99
          By setting "shape recognition = 0" only one normal is created (no alt. version).
          Actually, if anyone else is willing to try different settings and come with better results I'm more than happy, let's share our efforts!

          @ ooppee
          I simply made the normals for the corresponding diffuse maps (bar the "luma" of course) that QRP's released recently, so their names match those and should work and complement ID's textures.

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