Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Author Topic: [Question] How to create normal maps for wing ribs  (Read 10026 times)

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
[Question] How to create normal maps for wing ribs
« on: October 30, 2016, 08:48:54 am »

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?
Logged

KW71

  • Outerra Developer
  • Hero Member
  • *****
  • Posts: 760
  • Love OT!
Re: [Question] How to create normal maps for wing ribs
« Reply #1 on: October 30, 2016, 10:09:33 am »

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:



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.
Logged
"A man who is contented with what he has done, will never become famous for what he will do".

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #2 on: October 30, 2016, 12:35:37 pm »

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.
Logged

StrakanXJ

  • Jr. Member
  • *
  • Posts: 30
Re: [Question] How to create normal maps for wing ribs
« Reply #3 on: October 30, 2016, 12:43:03 pm »

This topic is interesting, I have been using GIMP to create my normal maps...
Logged

KW71

  • Outerra Developer
  • Hero Member
  • *****
  • Posts: 760
  • Love OT!
Re: [Question] How to create normal maps for wing ribs
« Reply #4 on: October 30, 2016, 12:57:46 pm »

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):

Logged
"A man who is contented with what he has done, will never become famous for what he will do".

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #5 on: October 30, 2016, 01:00:36 pm »

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.

Logged

StrakanXJ

  • Jr. Member
  • *
  • Posts: 30
Re: [Question] How to create normal maps for wing ribs
« Reply #6 on: October 30, 2016, 01:06:16 pm »

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?)
Logged

KW71

  • Outerra Developer
  • Hero Member
  • *****
  • Posts: 760
  • Love OT!
Re: [Question] How to create normal maps for wing ribs
« Reply #7 on: October 30, 2016, 01:09:05 pm »

Do you want to avoid sharp edges?


2. and somehow convert them into a gradient map...


Perhaps just apply a gaussian blur filter...

Logged
"A man who is contented with what he has done, will never become famous for what he will do".

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #8 on: October 30, 2016, 01:10:02 pm »

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.
Logged

KW71

  • Outerra Developer
  • Hero Member
  • *****
  • Posts: 760
  • Love OT!
Re: [Question] How to create normal maps for wing ribs
« Reply #9 on: October 30, 2016, 01:40:06 pm »

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.
Logged
"A man who is contented with what he has done, will never become famous for what he will do".

M7

  • Hero Member
  • *****
  • Posts: 736
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #10 on: October 31, 2016, 12:15:08 pm »

I made a quick test in photoshop. Is that the effect you're looking for?
http://imgur.com/mmf9GxQ
Logged

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #11 on: November 01, 2016, 05:55:41 am »

Exactly sir! Which gradient settings did you  use?
Logged

M7

  • Hero Member
  • *****
  • Posts: 736
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #12 on: November 01, 2016, 09:46:42 am »

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
Logged

actionary

  • Jr. Member
  • *
  • Posts: 24
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #13 on: November 01, 2016, 11:12:00 am »

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?
Logged

M7

  • Hero Member
  • *****
  • Posts: 736
  • newbie
Re: [Question] How to create normal maps for wing ribs
« Reply #14 on: November 01, 2016, 11:22:27 am »

Please do. Looking forward to see it on your model.
Logged