Texture Baking
Nothing beats a freshly baked Normal map!
BlueSky | Ko-fi | Upwork
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Texture Baking
Nothing beats a freshly baked Normal map!
BlueSky | Ko-fi | Upwork
This is farfetched but I'm looking for a gif that was a person in a baseball cap looking around, but it was a normal map. Image of a normal map attached for refrence
FM - Cuttlefish SofaĀ *always check my original post on Tumblr for the original download link, incase of updates. 34.4mb, 4k textures. (Diffuse, Normal, Specular) 2 texture cuts, 2 mesh cuts. 3 LODs:
High: 17.6k Med: 16.4k Low: 14.5k
4 swatches (rosƩ - patterend, teal - patterend, navy, black) DOWNLOAD HERE - Simsfileshare - Masterlist
Iāve put together a Patreon for my original mesh .blend files, and specular psd files you can use to recolour. Itās early access. But please donāt monetise or modify my files and re-upload. If you pull part of my mesh for your own creations from the blend file all I ask is that you please credit me. Early access blend file (for recolouring) and preview can be found HERE All my cc including those that are conversions will be free to access, always. If something is not 100% my work it'll be marked at the top and youāll always find the source in the relevant post. If not, please send me an ask. Ā I donāt add trackers to my files, I canāt guarantee that though if my cc has been included in someone elseās downloadable mods folder. If you want to be sure, download from the links I include on Tumblr or Patreon.Ā ----------------------------- Was able to create a 2 mesh cut base game sofa package file in tsrworkshop withĀ @syboubouās help. This mesh has a custom cube map.Ā -----------------------------
My little redesign of the EA cuttlefish sofa. Pattern sample taken from Paulina VĆ„rregnās project T H E Ā F I R E B I R D. Was inspired by that, please check her work out.Ā
You can support me here
May I present to you Hemlocke. They are a sweet forest plant cryptid. who spends their days skipping and lurking and tending to the woods. The results of several tutorials, hours and hours of work and experimentation. This is my first attempt at a walk cycle and I wanted to make something a little goofy. I did the lighting on Hemlock using a normal map so they can be affected by varied or multiple lights.
MALE MUSCLE NORMAL MAP SKIN DETAIL - DOWLOAD ON PATREON (3$ tier up)
Hello friends! Today i present to you a collab between me and my friend @jwofles-sims! Together we created a normal map for the Maxis Male Muscle skin! You can find it under Mouth Scars:) Go get it now on Patreon on the 3$ tier or wait for the free release on the Seventh of january 2021! HAPPY NEW YEAR AND HAPPY SIMMING!
Making a Normal Map (from scratch) in GIMP - Part 1 of 2
So you're making a recolor, and when you try it out in the game it has weird outlines for pockets and whatnot. What gives?? The Normal Map (or sometimes the specular)! The bane of us noobie CC creators!
What is triangle count? If pokemon from Sword and Shield model has a different triangle count but looks exactly the same as in Sun and Moon model, is it the same model?
Youāre probably thinking about a 3D mesh. Some people refer to it as a model, but the wordĀ āmodelā often carries other connotations with it. I said I wouldnāt write anything more about Pokemon in specific, but this is an opportunity to segue into a more general look at how 3D graphics work in general and I think thatās a worthwhile topic to cover, so letās take a dive down that rabbit hole. Weāll start with the mesh. A 3D mesh usually looks something like this:
As you can see, this is a polygonal mesh for bulbasaur. It is comprised of a bunch of points in space called vertices that are connected to each other in varying degrees. These connections between vertices are calledĀ āedgesā. Typically, edges are grouped into threes and calledĀ ātrianglesā, each of which represents a solid surface on the model. The general complexity of the 3D mesh is proportional to the number of triangles it is comprised of. As a point of reference, Spider-Man PS4ā²s various spider-suit meshes had between 80,000 and 150,000 triangles.Ā
However, you may have gathered that this mesh isnāt the entirety of the 3D model. Itās is just the shape of the thing. You also need to know what it looks like, what parts are colored what, and so on. This means you need to add a texture map to it in order to see what parts of it look like what. A texture map is a 2D image that has certain established points āmappedā to vertices on the 3D mesh. It ends up looking something like this:
You can see how specific parts of the Texture Map in the upper left get applied to corresponding parts on the 3D Mesh - thereās a section of the Texture Map for the tail, the face, the body, the paws, etc. We can also have multiple texture maps for a single 3D mesh. Hereās another example - each of these guns uses the same 3D mesh but a different texture map.
Are these models the same? Well⦠they all use the same 3D mesh, but clearly they have different texture maps applied, each of which required somebody to create them. Letās hold off on judgement for a moment though, because weāre not done yet.
This is a normal map:Ā
It describes the heights and shape of a surface that isnāt smooth. It lets us make smaller numbers of triangles look like they have a lot more details without needing to break them up into significantly higher numbers of triangles. The two examples here are both using the same 3D mesh, but with different normal maps applied. Are these two models the same? Well, they both use the same 3D mesh and texture map, but not the same normal map. But letās hold off for a moment again because weāre still not done.
Thereās also specular mapsā¦
⦠and ambient occlusion mapsā¦
⦠and Shadersā¦
⦠all of which can be different while keeping things like the 3D mesh and/or texture map the exact same, especially between one game and another. This also is only discussing elements of the model and doesnāt go into things like the rig (animation skeleton) or the individual animations that can also be different.
Thereās clearly a lot of work that goes into the creation of a 3D model. We obviously have to build the meshĀ but we also have to build things like the texture map, the normal map, the specular map, the ambient occlusion map, and any specific shaders. For a game like Pokemon, in some cases you might keep the old mesh and the texture map, but create brand new normal maps, specular maps, ambient occlusion maps, and shaders. So you end up with something that looks like this:
Clearly the specularity is different - look at how more shiny and reflective the Letās Go version is. The shaders are also different - note how much better defined the lines are around the model in gen 8. The mesh itself is probably the same. The texture map might be the same. The normal map is definitely different - you can clearly see how the shadowing is different between the two, especially around the chin and lower torso. So is this a new model or an old one? My answer is āyesā - some parts of it are new and some are not. But is it the exact same model? They are clearly not the exact same model - there has definitely been work done between the two. Claiming otherwise would be foolish.
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Blender: Normal map (GIMP/Blender)
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