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Submitted on
May 24, 2012
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Generic Sci-Fi Hallway Assets by David-Holland Generic Sci-Fi Hallway Assets by David-Holland
Assets and textures used for the scene [link]

Maya
Photoshop
UDK
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:iconesanany:
EsaNany Featured By Owner Jun 21, 2012
How do you make your normal maps?
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:icondavid-holland:
David-Holland Featured By Owner Jun 22, 2012
There are many ways to create normal maps; Basic normal maps can be created pretty effectively straight from images or height maps using programs like Crazy Bump [link] or Ndo 2 [link] The most effective way is to bake from a high poly mesh or sculpt. You can bake maps in most 3d programs these days, Maya [link] and Max [link] been the best in my opinion. xNormal [link] is also a invaluable program for baking normal maps. There are many articles and tutorials around the net. I suggest checking these sites out for info;

[link] 3d motive
[link] eat 3d
[link] polycount environment sculpting
[link] polycount character sculpting
[link] philip k tutorials
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:iconpyrogoth85:
Pyrogoth85 Featured By Owner Jun 6, 2012  Hobbyist General Artist
oh maya... with 3d max I can't pull out good normal maps.. and havin UW issues...
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:iconalexgrenlie:
AlexGrenlie Featured By Owner May 24, 2012  Professional Digital Artist
so diffuse and normals were all you used?
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:icondavid-holland:
David-Holland Featured By Owner May 24, 2012
I tiled a generic scratched texture for specular which i stored in the red channel of one of the hologram textures. I didn't bother with any unique spec maps this time :)
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