Outerra forum
User mods, screenshots & videos => Aircraft => Topic started by: actionary on October 30, 2016, 08:48:54 am
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I want to create a normal map for my flying-wing glider's wings, especially emphasizing the rib construction under the fabric skin.
The normal map of Shavrov Sh-2 is a very good example for me, but I want to further underline the ribs.
I also want to create the normal map somewhat accurately, which I haven't been able to, using Photoshop.
What is the correct way to do this? Do I have to use that "sculpt-real-ribs-on-high-poly-model-and-reflect-it-on-low-poly-one" method inside Blender?
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What is the correct way to do this? Do I have to use that "sculpt-real-ribs-on-high-poly-model-and-reflect-it-on-low-poly-one" method inside Blender?
That's the best method, because you can not only add detail, but also have a good shadowing without too much polygons. That is how I made this tail:
(https://scontent-dfw1-1.xx.fbcdn.net/hphotos-xpl1/t31.0-8/12291126_1539648469660465_2759629186833323968_o.jpg)
Althoug after that, is better to add small detail like rivets inside Photoshop, at least you want to add each of them on the high poly.
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Thank you very much.
So, considering that I'm using Blender, which method do you recommend? Should I use the sculpt mode to sculpt the rib protrusions by hand, or is there a better and more precise method to do that? I think I'm lost.
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This topic is interesting, I have been using GIMP to create my normal maps...
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Sculpt is for organic models (people, monsters, rocks, etc.). For vehicles you have to model the Hi-poly, using the low as reference or vice-versa.
This is the collective stick for the new Apache (no ETA):
(https://scontent-dfw.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11163760_1462876340671012_8127021245891380847_o.jpg)
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Can you create precise normal maps for - especially - wing ribs in GIMP? If yes, what's your method?
In fact, what I want to do is,
1. draw a 2D profile of the curve in a 2D software like PS (i.e. waves with sharp tops, as in actual wing ribs)
2. and somehow convert them into a gradient map...
3. ...which I'll later use for bump-mapping,
4. and then convert the bump map into a normal map to use in Outerra.
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I am not as skilled at this as I want to be...and currently I am not familiar with methods to create normal maps from the 3D shapes themselves, just the UV unwrapped Image/texture file.
So Im reading this with interest.
(in GIMP you need a normal map add on and you simply load texture image> map>normal>set paramaters.
Doubt its what you want to do here?)
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Do you want to avoid sharp edges?
2. and somehow convert them into a gradient map...
Perhaps just apply a gaussian blur filter...
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Sculpt is for organic models (people, monsters, rocks, etc.). For vehicles you have to model the Hi-poly, using the low as reference or vice-versa.
Manually modeling a total of 120 ribs (we're talking about a flying-wing :) )... That sounds difficult!
I used to be able to use the gradient tool in PS to create so-so results, so I think I just need a more precise method to adopt in 2D. Otherwise, finishing this aircraft will probably be impossible for me :)
OR,
maybe there's a way to get the desired result without manually manipulating every vertex for 120 ribs (okay, 60. I'm using the mirror modifier). For example, a method like the proportional editing tool which effects nearby vertices proportionally.
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Althoug after that, is better to add small detail like rivets inside Photoshop, at least you want to add each of them on the high poly.
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I made a quick test in photoshop. Is that the effect you're looking for?
http://imgur.com/mmf9GxQ
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Exactly sir! Which gradient settings did you use?
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Well i used a gradient, but a perfect gradient makes a flat surface in normals, so i had to tweak quite a bit to make a curve out of it. But here's a psd with layers. I made it as a tile texture.
https://drive.google.com/open?id=0B96RrTcNJsI2R0FlVnVwMXNDbkU
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Exactly what I was looking for! Thank you very much. I think this topic deserves a tutorial as well.
BTW, am I allowed to use it in my models?
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Please do. Looking forward to see it on your model.