Renderbump: Difference between revisions
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This tutorial explains how to use the built-in renderbump command in the Doom3 console (or in DoomEdit) to generate a normalmap for your low-poly models. | |||
* Create your mesh - make it as high-poly as you like | * Create your mesh - make it as high-poly as you like | ||
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* Create a U/V map for your low-poly mesh and take care that no face is sharing the same texture space. | * Create a U/V map for your low-poly mesh and take care that no face is sharing the same texture space. | ||
* Place your two meshes such that they are sharing the same 3D space - the high-poly model should "envelope" the low-poly one. | * Place your two meshes such that they are sharing the same 3D space - the high-poly model should "envelope" the low-poly one. | ||
* Hit "Apply Scale and Rotation" ( | * Hit "Apply Scale and Rotation" ({{key-ctrl}}+{{key|A}}) | ||
* Export your two meshes to ASE (using goofos ASE exporter script) to '''test.ase''' and '''test_hi.ase''' | * Export your two meshes to ASE (using goofos ASE exporter script) to '''test.ase''' and '''test_hi.ase''' | ||
** Enable these options for the low-poly mesh: '''Face UV''', '''Selection Only''' and '''UV Image as Material'''. Disable the other ones. | ** Enable these options for the low-poly mesh: '''Face UV''', '''Selection Only''' and '''UV Image as Material'''. Disable the other ones. | ||
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* Check your normalmap if it looks choppy or something. You might want to tune the -trace parameter or manually edit the normalmap. | * Check your normalmap if it looks choppy or something. You might want to tune the -trace parameter or manually edit the normalmap. | ||
A few other things that might be important: | |||
The name for the texture in the hi and lo poly model must be different. | |||
Remove the uvmap for the hipoly model? | |||
{{tutorial-models}} |
Latest revision as of 12:20, 4 August 2012
This tutorial explains how to use the built-in renderbump command in the Doom3 console (or in DoomEdit) to generate a normalmap for your low-poly models.
- Create your mesh - make it as high-poly as you like
- Create your low-poly mesh and try to meet the shape of the high-poly model as far as possible.
- Create a U/V map for your low-poly mesh and take care that no face is sharing the same texture space.
- Place your two meshes such that they are sharing the same 3D space - the high-poly model should "envelope" the low-poly one.
- Hit "Apply Scale and Rotation" (CTRL+A)
- Export your two meshes to ASE (using goofos ASE exporter script) to test.ase and test_hi.ase
- Enable these options for the low-poly mesh: Face UV, Selection Only and UV Image as Material. Disable the other ones.
- Disable all options when exporting your high-poly mesh: just tick the Selection Only option.
- Create a shader definition containing the renderbump keyword:
textures/darkmod/test { renderbump -size 1024 1024 -aa 2 -trace 0.5 -colorMap textures/darkmod/test_local.tga models/test_hi.ase }
- Change the material information (the *BITMAP one) for your low-poly mesh to point at this valid shader:
//base/textures/darkmod/test
- Run DEdit or Doom3 and type this in the console:
renderbump models/test.ase
- This will take some time (up to several ten minutes) and will create the textures/darkmod/test_local.tga.
- Check your normalmap if it looks choppy or something. You might want to tune the -trace parameter or manually edit the normalmap.
A few other things that might be important:
The name for the texture in the hi and lo poly model must be different.
Remove the uvmap for the hipoly model?