Unsolved How to properly draw normals (for panel gaps)

Discussion in 'Mod Support' started by naguluna, Jan 28, 2018.

  1. naguluna

    naguluna
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    The method that i'm using at the moment is this one:


    When i finish the model (this is an example)
    1.png
    i export the uv layout with 1.00 fill opacity (on blender)
    2.png
    then i paint it on gimp and draw the details, only on black and white to represent depth
    3.png
    after that i use the plugin i installed for gimp to create normal maps
    4.png
    and that is my final product
    5.png
    looks ok for panel gaps, but doesn't look nearly as good as the normals on official cars

    what program or method should i use? on my next mod (rx7 fc) i want to get it as close to oficial cars as i can.

    Thank you for taking your time to read this.
     
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  2. DarthCain

    DarthCain
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    Make a high poly model first. Then make a low poly version. Use the high poly to "bake" the normals onto the low poly.
     
  3. naguluna

    naguluna
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    i 've tried that but it doesn't look that great and the official cars look like they are done difrently
     
  4. Ytrewq

    Ytrewq
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    Maybe you should do like you do and just draw more complex shapes manually. Or you could edit an official car's normal map to suit your model.
     
  5. Taza

    Taza
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    Try applying some gaussian blur to the b/w image, it'll make the seams not that sharp
     
  6. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    This.
    0.5px or 1px gaussian blur (depends on the scale of your texture mainly) before using the normal map filter gives nicer and smooth results.
     
  7. naguluna

    naguluna
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    I used that on my previous mod, but still does no look as good as official cars. Maybe is just my lack of skill. if i find any better way of doing this i will post it here.
    Now that the models and textures update automatically ingame when you modify them i should be able to get better results.
    Thank you for your responses.
     
  8. fufsgfen

    fufsgfen
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    Just be careful, even ctrl-r does not reload materials.cs always, only way to be sure that changes in materials.cs is loaded is to exit the map and load map again. I have lost so many hours for that...
     
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