ZBrushCentral

normal mapping for far cry

hi all,

a community member made the first importer to get models into far cry yesterday… now I’ve been fiddling with various normal mapping tools but I’ve yet to find anything that’s working well with premade texture coordinates…

are there any tutorials on zbrush and normal mapping for games right now? it would be amazing if I could handle texture mapping and normal mapping seamlessly with it, as it is it is must use for making high res geometry, but if I could figure out how to do all I need in zbrush it would save many headaches…

any tips on this so far or is it still new frontier?

WOW cool! this is good news… I might reinstall farcry and try it out…

LOOK on ATI website there is some tools for this… I dunno if it is capable of importing into farcry… but there are some utilitys and manuals there… look in developers section…

yeah I’ve tried orb, nvidia’s melody, crytek polybump… trouble with all of them… lol, I haven’t tried ati’s but I imagine I’ll have similar problems… for one I’m not really sure what to do with the uv mapping and far cry as of yet they don’t want to work together…

I’ll update this thread if i find answers and anyone wants to learn how, but not finding much yet lol

ah, there might be a problem with the importer still importing mapping coordinates so I can’t really get any further with this yet

I’m looking into normal mapping for games myself. It’s working OK, but I’m still getting seams and various artifacts in the normal map. I’ll post any successful results and how I got there if I ever get it to work nicely.

-Cheese :smiley:

PS. for a good intro to normal mapping, check out this sitefor a good layman’s explanation, and some links to a bunch of tools. Not sure if this’ll help you, as it sounds like you’ve tried the lot already. I had problems with the Nvidia one until I updated my graphics card drivers,which seems to have fixed the problems.

figured it out, as long as you setup your own mapping coordinates externally everything will be fine, then click uv under polygroups in zbrush - works perfectly!

ATI’s NormalMapper is a great Free tool. I work with this tool allot (mainly cuase I helped develop the tool).

But the advantage of Zbrush is the fact that you have a very fast way to manipulate huge amounts of geometry. If you tried to do the same thing in a normal DCC app you will pull your hair out.

But there still are drawbacks in some instances where other tools will work better(ATI NormalMapper)

The thing with creating content for games using normal mapping techniques is ideal. Zbrush is a great tool also for creating NMaps. Virtually the same workflow.

The take home message would be that you need nice UVs before you create any normal maps, or highrez Geometry. And since Zbrush is basically a subd modeler(or the way it treats geometry subdivision), So knowing this you have to setup low rez geometry first, and UVs.

I personally would never use the ZSphere(aka metabals) system becuase of the lack of controll with the low rez topology, and texture space.
And Zbrush is not a good tool for UV creation/layout. It will do things like page UVs much like a lightmap would be created in many game engines. This is not ideal by anymeans. The fewer breaks in tangent space and the less that tangent space is distorted is always better espicially for realtime aplications.
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