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Substance alchemist normal map
Substance alchemist normal map






substance alchemist normal map
  1. #Substance alchemist normal map Patch#
  2. #Substance alchemist normal map full#
  3. #Substance alchemist normal map professional#
  4. #Substance alchemist normal map free#

The room model alone consists of several main sub objects - modelled separately, then unwrapped and finally combined together (Fig05 and Fig07). These main parts are: the walls, the floor, a patch of wall tiles, a patch of floor tiles, stone frames for the windows, a doorstep, a doorframe, and finally the main columns (Fig06).Īll of the sub-elements from the room model were made using two standard primitives, box and cylinder, converted subsequently into editable poly objects and then edited using the standard tools for poly modelling in 3ds Max, such as cut, extrude, bevel, and by adjusting the vertex and edge positions, etc.

#Substance alchemist normal map full#

In this case, collecting suitable references was of special importance, as in the making of this project I skipped the usual initial stage of creating a preliminary 2D concept of the scene.įrom a technical point of view, the idea of the project itself was to create a visual representation of a medieval room, full of different, scattered objects lying around, giving the idea of the occupation of its owner and the messy ambience that he resides in. With this line of thought, it was reasonable to create the scene starting with the specific terrain on which all the rest of the elements would be presented. In this case, the terrain was framed by both the form and size of the room (Fig03 and Fig04). In this particular case my interest was focused on collecting a variety of reproductions of medieval pictures and engravings, representing different varieties of alchemic laboratories. Thanks to that I got a better idea of the objects and equipment typical for medieval alchemic labs (flasks, scales, furnace blowers, etc.), as well as about the architectural peculiarities of those days (supportive columns, forms of the windows and so on) (Fig02). In the next few paragraphs, I'll describe the main stages of my creative work process.Īs in all projects of this kind, before getting to the modelling and building of the scene, the first step I usually take is to gather all the necessary background and reference images, which will give me a better idea for the design and the specific atmosphere of the future work. This vision attracted my attention and involved my imagination in the making of my Alchemic Room. The project itself occurred to me as a natural result of my passion for fantasy genre and my deep interest in medieval history. It lightens up the strange equipment, various flasks and objects scattered all over the room (Fig01).

substance alchemist normal map

Features such as procedural backdrop generation, support for other rendering and post-processing pipes such as Unity or Unreal, and 3d model previews of assets are all on the table.A bunch of soft, bright beams of late afternoon winter sun is playfully sneaking through the grated window of the old alchemic lab, graciously eliciting its velvet warmth on all those thick books and manuscripts, full of ancient knowledge and forbidden secrets.

#Substance alchemist normal map free#

Our goal is to have the product remain free and supported by donations, and we will be hosting community polls to decide the direction of future development. We would like to continue developing Modlab in coordination with the community. cool stuff we want to play around with.ĭepending on reception and feedback Modlab may grow to become much much more.

  • To serve as a test bed for new experimental content generation techniques and algorithms.
  • #Substance alchemist normal map professional#

  • To provide professional graphic designers an ideal environment for fine tuning their art and exporting ready-to-ship assets.
  • To provide entry level graphic designers an alternative way to create difficult assets such as normal maps and specular/roughness maps.
  • ModLab is completely free but you can support development at. Modlab can generate high quality normal maps without 3d geometry. It was initially created as an asset previewing and mastering tool for the game Wayward Terran Frontier which means it stands out among other content creation utility programs by featuring a full hardware rendering pipeline for previewing results in realtime.

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    ModLab is a free tool that can generate normal maps in a realtime deferred rendering environment.








    Substance alchemist normal map