Take your blue normal map. Invert it. Go to red channel. Copy and paste red channel into your alpha layer. Go to red layer and fill in with black.
You have a orange normal map now. Remember to save with alpha layer.
Got that from Windexglow on mapster.
It's actually a parallax occlusion map. By doing that method you quoted from sc2mapster, you lose detail. But, yeah I think it's going to have to be a conversion for using normal maps in SC2 though.
Out'f curiosity, how'd you make that? I know of/can think of a number of methods, but I want to know if you've got one I missed.
It's a fairly simple way that involves compositing.
First, I set up my scene. Then I create a camera and an other one right beside it. Together, they form the left and right eyes. Then, I render both camera separately. Using the compositor, I put the result from the two cameras right beside each other and I get a working 3D video. On youtube, I add two tags to my video: "yt3d:enable=true" and "yt3d:aspect=4:3". This allows it to play in 3D using different methods.
Note: In order to get a 720p video, I made both camera be 640 x 720. (640 + 640 = 1280)
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.
Now, since it was on a lego, it's hard to judge without more moving joints. Just remember the locomotion originates from the feet and not the center of the body. A lot of animators have this issue where their feet slide along the ground and stuff when stuff walks around because they animated it incorrectly... start proper from the beginning and you'll never have that issue.
/notananimator
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.
Looking much better/more realistic. Now, actually have him walk... and then round house some dudes.
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.
WAT. Is it the model or the texture that makes it look weird at the top? feels like i'm looking at an escher painting. It doesn't make sense to me.
tbh the only thing i can say i really don't like are those pillars. They seem way too out of place/too big in ratio to the temple part. they look like they are meant to be holding something since it seems they are they are at the same height as the flat top of the temple. I want to make a temple now :3
It's the angle of the camera. The top isn't finished yet. As for the pillars, I might remove the back four, and/or put some sort of spiky thing on top.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
I agree with the pillar comment. They do need something on top, that would help, but they do also seem really big.
The top of the temple is awkward, ut I could see how that would be the camera angle. Will that be an issue in SC2, though, since it can have a similar angle?