Baked Norms/Ambient Occ for p2sta3

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DJ99X
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Baked Norms/Ambient Occ for p2sta3

Post by DJ99X »

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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
DJ99X
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Re: Baked Norms/Ambient Occ for p2sta3

Post by DJ99X »

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

Image
BrutalMX
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Re: Baked Norms/Ambient Occ for p2sta3

Post by BrutalMX »

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.
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NAUpoiss75
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Re: Baked Norms/Ambient Occ for p2sta3

Post by NAUpoiss75 »

Thanks alot,i can use it on my solid sets now.
p2sta
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Re: Baked Norms/Ambient Occ for p2sta3

Post by p2sta »

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
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Re: Baked Norms/Ambient Occ for p2sta3

Post by Kawasakis »

Thanks!
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DJ99X
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Re: Baked Norms/Ambient Occ for p2sta3

Post by DJ99X »

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.
yzmxer608
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Re: Baked Norms/Ambient Occ for p2sta3

Post by yzmxer608 »

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TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Magnus42
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Re: Baked Norms/Ambient Occ for p2sta3

Post by Magnus42 »

Awesome, perfect timing aswell! :wink:
Kamloops
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Re: Baked Norms/Ambient Occ for p2sta3

Post by Kamloops »

Amazing job !
Crossman35
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Re: Baked Norms/Ambient Occ for p2sta3

Post by Crossman35 »

Awesome !
Thanks :wink:
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barrington314
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Re: Baked Norms/Ambient Occ for p2sta3

Post by barrington314 »

geeze dude. just amazed at the amount of high quality work you do.
tyskorn
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Re: Baked Norms/Ambient Occ for p2sta3

Post by tyskorn »

Thanks!
Fransoo773
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Re: Baked Norms/Ambient Occ for p2sta3

Post by Fransoo773 »

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!
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jlv
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Re: Baked Norms/Ambient Occ for p2sta3

Post by jlv »

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...
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