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File: file.png (30 KB, 167x108)
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An example of Bethesda's beautiful normal map making from Doom Eternal. Say something nice about it.
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File: file.png (161 KB, 939x788)
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>>1015695
Oops, too small.
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>>1015695
Let's see yours. If you wanna get hired you're gonna have to learn to make those
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>>1015695
>>1015697
What part am I looking at? How much of the screen does it take up?
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>>1015695
>>1015697
How about you post a screenshot of the game model for context too?
A 1K resolution for a health pack, which should take a high priority in the first place, seems fine. The details can be judged after looking at the geometry.
As of right now, I think OP ist a faggot
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>>1015695
hm, seems really clever. its just one corner of the health pack with a bunch of small parts all tiling? to make the other faces?
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>>1015700
>should take a high priority
shouldn't take a high priority*
My bad. I am a faggot too. A phonefag, to be more precise.
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File: a7lv904frxm71.png (2.02 MB, 1422x820)
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>>1015695
Considering the health packs are basically unlit in game, why should I care?
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File: health_pack_big_a_n.png (1.29 MB, 1024x1024)
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>>1015701
>>1015699
Not OP, but here's the full texture.
I'm not sure what OP's thread is about. Maybe he wants us to notice some of the the edges are aliased.
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>>1015734
Oh, well thats disappointing
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>>1015727
>>1015734
>>1015727
Hyperfocusing on (sometimes only perceived) non ideal practices in production is the traditional fastest way to feel smart in 3dcg. It's the whole logic behind constantly whining about topology. It's easy to pick up for newbies and instantly you can point to at an unretopod sculpt used for renders and feel good about yourself - an enlightened professional. OP just wanted to be a tiny bit more original
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>>1015754
I mean, OP hasn't argued why they think there's something wrong with that normal map
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>>1015734
My god, the projection on the buttons is slightly angled. This means the cage they baked from is incorrect. Its all over or something. IDK i haven't baked a normal map in a decade
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>>1015695
If it actually bothers you, just take a slight blur brush to it. In a 1024x1024 texture, this kind of issue on minor details will be virtually undetectable without close scrutiny. Nobody would notice this in game.
>>1015734
Yeah it looks perfectly fine, especially with the full context.
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File: containmentdoorsbump.jpg (691 KB, 1024x1024)
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>>1015695
Better than containment breaches.
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>>1015695
i looked at some of the ripped assets
... they are bad
i was wondering when i played whats up with all the nromal pixelization, but its just all the reainbows, they compress like shit

>>1015734
>I'm not sure what OP's thread is about.
me neither
but i can right away say that if you gonna use weighted normals there is no excuse for how shit the mesh normals look for such a shit bake
this is how propely baked normal map looks >>1016015
all sides average to single color, its important for in game compresion, those large color shift create those ugly ass giant squares on surfaces you see in games often, if you ever wondered what causes it, its this
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>>1016232
>all sides average to single color
>those large color shift
huh? In English, please?
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Is this one of those threads where we pretend a ripped asset is the actual asset?
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>>1016288
most people who come here are /v/ tourists, unfortunately
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File: normals 2.jpg (678 KB, 2503x2356)
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>>1016251
this shit
rainbow bakes produce 2 problems, one is improper shading in most software, and two, awful artifacts
ironically last game i saw some really god awful normal artifacts is doom dark ages, some of environment textures look like liquid shit
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>>1015695
I think it was done via software.
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>>1016455
I like the middle one better, it has a cool look
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>>1016455
The normal artifacts are because the straps are floating geometry. Their baking software is not anti aliasing the floating geometry.
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>>1016682
I think what that guy is saying, is that some games and software compress normal maps in vram after they get loaded. So if you have these huge gradients covering a lot of space, and if the map gets compressed, you get really ugly "stepping" on these normal mapped surfaces. The solution to that is to have as little of these large gradients as you can by manipulating the normals in vertex data semi-manually to minimize large curves on the normal map. Though maybe the OP image isn't a very good example because because the gradient on the map there is cloth folding a bit, and depending on its polycount you may not be able to adjust the normals to follow the "contours" of the folds. The solution there, I guess, is to not compress that particular map to begin with.
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>>1016634
You're fucking insane if you think that looks good. it looks absolutely awful in motion when you do that.



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