RE: What did frictional games use to make nrm, spec, and height for the planes?
Edit: Just realised you mentioned planes in your title. You can really make normals for anything with a texture. Daniel's hand was one which I just happened to had done recently.
I honestly just use Photoshop for Normal Maps. If you know what you are doing when using nVidia's Texture Tools, you can make Normal Maps pretty easily.
- Open in Photoshop
- Generate the normals
- Height Generation: 4 Sample
- Scale: 5
- Height Source: Average RGB
- Alpha Field: Unchanged
- Duplicate layer
- Gaussian Blur the duplicate layer (0.6 - 1.2 pixels), repeat 3 times.
- Set the duplicate layer as an Overlay.
*basic in that there are better, and more accurate ways.
Bass Relief can be used somewhere to get some really good heights.
I don't model, so normals are really for me to interpret purely based on visual approach. My method will give you a normal map and nothing else. You can probably get a better one with some experimentation, but since I don't model, and rather just try retexturing, I simply make my normals fit their purpose.
For example: http://puu.sh/hYHSa/4d61629653.jpg
The top is Amnesia's hand model and map. The bottom is my hand model and map.
Glove fabric lacks height; so its more subtle how much is there. But where they end (fingertips and wrist), we need more defined height.
I can't model, so feel free to shout at me about how high my stuff is.
Oh, and this how it appears in the Model Viewer: http://puu.sh/hYIm8/cbad0adbdf.jpg
The model more or less gives the shape, and the normal portrays the fabric height of the glove.
Speculars and other stuff (except Alpha; black what you don't want, white everything you need), I have no idea what to do.
Discord: Romulator#0001
(This post was last modified: 05-24-2015, 03:34 PM by Romulator.)