Baked Norms/Ambient Occ for p2sta3

Post about creating and skinning models here
User avatar
DJ99X
Posts: 15465
Joined: Tue Jan 15, 2008 11:36 am
Team: El Chupamobra
Location: Upper Shit Creek, Sans Paddlington

Baked Norms/Ambient Occ for p2sta3

Postby DJ99X » Tue Jul 24, 2012 5:57 am

Image

Finally figured out how to sculpt properly in Blender, so I made some clothing ripples for the p2sta3.

The good thing about baking normals is that the normal map lines up across seams, so it was real easy to make the side ripples for the jersey.

Here are both the maps in a PSD. Set the ambient occlusion to multiply over your texture

http://www.mediafire.com/download.php?bo3nk2qy39e4qpv

User avatar
DJ99X
Posts: 15465
Joined: Tue Jan 15, 2008 11:36 am
Team: El Chupamobra
Location: Upper Shit Creek, Sans Paddlington

Re: Baked Norms/Ambient Occ for p2sta3

Postby DJ99X » Tue Jul 24, 2012 6:02 am

BTW, here's what the high poly model looks like

Image

User avatar
BrutalMX
Posts: 1061
Joined: Mon Feb 14, 2011 7:38 am
Location: PA
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby BrutalMX » Tue Jul 24, 2012 6:07 am

Amazing man. Was messing around with the xNormal occlusion map maker and was thinking about releasing something of the sort...this is perfect for people who can't make their own norms.

Send me a PM with your MSN name, I could use some help with some things.
Austin Mulhern | Motopixels REV
Image[/a]
[url=http://www.youtube.com/paprod]YouTube Channel


p2sta wrote:since your name is CRF450R you should not worry about kawasaki :lol:

NAUpoiss75
Posts: 1226
Joined: Tue Jul 27, 2010 9:28 am
Team: Spazztic
Location: Estonia

Re: Baked Norms/Ambient Occ for p2sta3

Postby NAUpoiss75 » Tue Jul 24, 2012 7:20 am

Thanks alot,i can use it on my solid sets now.

p2sta
Posts: 3261
Joined: Fri Jul 30, 2010 7:08 am
Location: Czech Republic
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby p2sta » Tue Jul 24, 2012 8:09 am

gnar, thanks man ;)

I was trying to do some sculpting in Mudbox, but when I baked it, the result was not really nice, probably the problem of inverted red channel, which I didn't know about back in the days

User avatar
Kawasakis
Posts: 6583
Joined: Sun Mar 16, 2008 5:32 pm
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby Kawasakis » Tue Jul 24, 2012 8:24 am

Thanks!
MXS Cup Winner
AX MX2 Champion

Image
Image

User avatar
DJ99X
Posts: 15465
Joined: Tue Jan 15, 2008 11:36 am
Team: El Chupamobra
Location: Upper Shit Creek, Sans Paddlington

Re: Baked Norms/Ambient Occ for p2sta3

Postby DJ99X » Tue Jul 24, 2012 8:31 am

p2sta wrote:gnar, thanks man ;)

I was trying to do some sculpting in Mudbox, but when I baked it, the result was not really nice, probably the problem of inverted red channel, which I didn't know about back in the days


The newer versions of Blender have a similar issue. Both the x and y channels are inverted.

User avatar
yzmxer608
Posts: 15214
Joined: Mon Dec 29, 2008 4:30 am
Team: Race Tech/SD
Location: Wisconsin, U.S.A

Re: Baked Norms/Ambient Occ for p2sta3

Postby yzmxer608 » Tue Jul 24, 2012 9:48 am

Image
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.

User avatar
Magnus42
Posts: 706
Joined: Fri Jan 28, 2011 9:31 pm
Team: Ridin solo atm!
Location: Norway
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby Magnus42 » Tue Jul 24, 2012 2:52 pm

Awesome, perfect timing aswell! :wink:

Kamloops
Posts: 299
Joined: Mon Jun 13, 2011 3:26 pm
Location: France
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby Kamloops » Tue Jul 24, 2012 3:58 pm

Amazing job !

User avatar
Crossman35
Posts: 726
Joined: Wed Aug 04, 2010 3:49 pm
Location: France

Re: Baked Norms/Ambient Occ for p2sta3

Postby Crossman35 » Tue Jul 24, 2012 3:59 pm

Awesome !
Thanks :wink:
Image
"Race your life"

barrington314
Posts: 6424
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: Baked Norms/Ambient Occ for p2sta3

Postby barrington314 » Tue Jul 24, 2012 4:08 pm

geeze dude. just amazed at the amount of high quality work you do.

User avatar
tyskorn
Posts: 6429
Joined: Sun Jan 11, 2009 5:52 pm
Team: Adept MX Graphics
Location: Utah, USA
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby tyskorn » Tue Jul 24, 2012 5:30 pm

Thanks!
Image

Fransoo773
Posts: 1232
Joined: Wed Jun 08, 2011 11:22 pm
Location: The Great White North

Re: Baked Norms/Ambient Occ for p2sta3

Postby Fransoo773 » Tue Jul 24, 2012 7:25 pm

I don't know how to manage to sneak your way into credits for pretty much everything.

Oh oh, thats right, because your the boss. Thanks a ton DJ, been waiting for this forever!
Ben Fransoo, OG.

jlv
Site Admin
Posts: 12787
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Baked Norms/Ambient Occ for p2sta3

Postby jlv » Wed Jul 25, 2012 12:20 am

That is some 1337 sculpting DJ. Have you tried Blender's cloth physics yet? I tried some simple stuff with it and it worked surprisingly well.

DJ99X wrote:The newer versions of Blender have a similar issue. Both the x and y channels are inverted.

Actually, the older versions are backwards and I made MX Sim match that instead of using the more natural basis. Now I regret it...
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.


Return to “Model and Skin Editing”

Who is online

Users browsing this forum: No registered users and 4 guests