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May 3, 2012
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:iconlonggi:
Weird enough, Blender cycles doesn't support Normal map, so the model looks a little bit off.
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:iconlojepi:
If you use nodes to convert your normal map into a Black and White image, and then through a math node set to multiply(to control how much bumping), and finally connect that to the displacement part of your material, it will use it as a bump map and work out generally the same. And you can select through the menu for that texture to assign it to UV coordinates. That's the only work around we have at the moment until Normal maps become actually supported.
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:iconlonggi:
~longgi May 3, 2012  Student Digital Artist
Thank you for the reply.
However, I don't think bump mapping is the thing that I am looking for. In order to keep a relatively low vertices count, I don't want to split the mesh at sharp edges, so I turned to use normal map as a solution to tell the renderer which direction that certain quads were intended to face. Bump mapping just doesn't have that ability.

Anyway, the model will be used in Unity Engine (and Yes, I am crawling back to Unity), and since normal mapping will be supported eventually, I guess that I am gonna lay down and wait.(what a lazy sod I am) (^_^)/

Btw, I am pretty frustrated in trying to animate the character. The biggest problem is lacking of reference, it will be much appreciated if could point me to the right direction to look for those stuff.
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:iconlojepi:
As long as it renders out how you want it in Unity then more power to you.

For references to animate from I either record my self doing what I need or use one of the various tools to download youtube videos of actions similar to what I need and then set them as the background image in Blender. As you move along the frames in Blender, the video will too, keeping in sync. It's the best way that I know of outside of motion capture.
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:iconlonggi:
~longgi May 4, 2012  Student Digital Artist
I guess so.

I've tried movieclip background out, that looks amazing! Thanks for the help. Actually, move back to Unity engine wasn't that bad an idea - UDK has some very annoying limitations on bone structure, if I made a very complicated armature with IK bones, the chances are, the UDK would crash while importing assets. Unity Engine doesn't have those nasty problems, so animating for it in Blender is much easier. \(^o^)/
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