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Author Topic: NormalMapping Demo + Tutorial  (Read 3390 times)

Offline $hacaR

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NormalMapping Demo + Tutorial
« on: April 24, 2010, 09:49:47 AM »
Here is my Normalmapping tutorial:
Hey community !
since i finally figured out more or less everything
about normal maps in Vampire The Masquerade Bloodlines,
i decided to create a small demonstration video to show
what normal maps can do.
Here a small screenshot to get into the right feeling:
http://img297.imageshack.us/img297/7152/vampire2010040801504214.jpg

I had to find out, that adding normal maps or ref or env maps
is soooooooooooooooo easy, that i could punch myself for not finding
out about it earlier. But for that, there will be a small tutorial soon.

Well.. here is my small demonstration video with some explanations:
VTMB NormalMap Demonstration
its in HD quality, and i recomend you to watch it in HD, to see everything
a bit more clearer ;).
So, here is the test version for everyone from this gangrel model:
http://ul.to/8nd73h
just extract it here:
vampire/materials/models/character/pc/male/gangrel
i really want you guys to try it when you are playing as a gangrel atm.
It really feels good ;)

So, cu all soon. Greez ShacaR


HERE IS THE NORMAL MAP TUTORIAL (written form)

1. Ok, so before we start with anything, make sure you got the following for the tutorial:
- VPK tool get it here
- a programm to create normalmaps. I recomend a GIMP plugin (get it here)
- a patched version of VTMB (get the 6.9 patch here)
- a tga to dds converter (get it here for gimp)

2. Now we just look at the model, we gonna add a normal map and a ref map in its basic form.
front view: click here
back view: click here

3. As you can see, i decided to normalmap a toreador model. Its his heavy cloth status as far as i can remember.
So... just go to vampire/materials/models... as u can see it here

4. You copy those 2 files (the ttz and the tth) to a new folder. For example on your desktop.

5. so, what we gonna do now, is very simple but important.
We copy that tth file now and past it 2 times. One time we name it _normal and one time _ref at the end. Now we use the VPK tool, to convert the one ttz file we only got to a tga.
It has to look like that now !

6. A tga file can be opened with GIMP, so, lets do that. It will look like that now.

7. This is the moment to give it a normalmap via our plugin. Look here for the values i used.

8. Ok, but we have to be careful a bit. We dont want everything to be normalmapped. Thats why i cut out the parts i dont want to shine.
For example his hands, his trousers and so on. ONLY the jacket. Look here !
For our ref map, we just take the standar skin again and colour all the part we dont want to shine with black. Here is my result.

9. The correct saving of all those 2 new textures ( the normal and the ref map) is very ver y important.
so, we save it like this: normal and ref
ofc you have to move those dds files now to their tth files. it will look like that here.
This is soooo imporant, because the VPK tool can only convert dds files to ttz ones, if there is a correct named tth file in the same folder as the dds.
so, after converting my dds files to ttz ones, the whole thing will look like this screenshot.

10. So, we are coming to the end :). You take now the new tth and ttz files and move them to your old folder, which you can see in Step 3.
So, you have now 7 files in it. 3 tth, 3 ttz and 1 VMT. And that vmt is very important in the next step.

11. We need to edit the VMT now. The VMT tells the engine, which files to upload. Open it with the editor (every computer has it)
So, this is how the standard VMT looks like.
We will edit that scipt now a bit, so that it looks like that now.
This is the modified script, you can ALWAYS USE: (ofc you have to put in the correct names)

[blockquote]"VertexLitGeneric"
{
   "$baseTexture" "models/character/pc/x/x/armorx/x"
        "$bumpmap" "models\character\pc\x\x\armorx\x_normal"
        "$normalmapalphaenvmapmask" "1"
        "$envmapmode" "0"
        "$envmap"   "envmap\asylum"
        //"$envmapmask"   "models\character\pc\x\x\armorx\x_ref"
        //"$envmap" "env_cubemap"
}[/blockquote]

12. CONGRATZ !! YOU ARE DONE !
here are my results:
front
back
you can download my toreador amror2 here: download


by $hacaR

for a person, who already made some experiences in skinning, this tutorial is pretty easy.
If you are completly new to skins and textures, pls read the basic tutorial about reskinning
on the page, where you can download the VPK tool.

HERE IS THE VIDEO TUTORIAL: (Full HD)
VTMB NormalMap Tutorial (general part)

i strongly recomend every1 to watch the video tut and also look at my written tutorial.
as a total beginner, you will need that. As some1, who is already used to reskinning,
a small look at the scripting is enough =)
Have fun with it!

Offline _username

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Re: NormalMapping Demo + Tutorial
« Reply #1 on: April 29, 2010, 04:16:36 AM »
Ah...embedded video in a thread.   It's awesome that we're in the 21st century now.  :thanku:
LUNA NOBIS PROVIDET

Offline $hacaR

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Re: NormalMapping Demo + Tutorial
« Reply #2 on: April 29, 2010, 02:44:03 PM »
haha :D
yeah pretty cool forum now ;)

Offline $hacaR

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Re: NormalMapping Demo + Tutorial
« Reply #3 on: June 10, 2010, 02:47:53 PM »
im atm working on something tutorialish :D
look forward to it  :comegetsome:

Offline Zer0Morph

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Re: NormalMapping Demo + Tutorial
« Reply #4 on: June 10, 2010, 05:38:45 PM »
Shacar,

You did such an awesome job on the Apep's Semblance model for TFN, you are still the Normalmapping King!

Offline $hacaR

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Re: NormalMapping Demo + Tutorial
« Reply #5 on: June 10, 2010, 07:05:26 PM »
Shacar,

You did such an awesome job on the Apep's Semblance model for TFN, you are still the Normalmapping King!

hehe :D the next demonstration will be something really really amazing ;)