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Re: ShaderMap Pro [Re: Machinery_Frank] #215976
07/14/08 12:03
07/14/08 12:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
wow, its up to 300? thats insane..... i guess all the popularity went to their head because no image based normal mapping program is worth that...

Re: ShaderMap Pro [Re: lostclimate] #216061
07/14/08 22:54
07/14/08 22:54
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
I brought a copy of Shadermap Pro yesterday for only $20, money well spent I think, very happy.

Have played around with Crazybump before, but yeah the $300 price tag is unreasonable for what you get compared to Shadermap Pro.

Love the batch generate option in Shadermap Pro and all the maps looked really impressive when I brought the generated maps into gamestudio. The downside is the program is a little less customizable when compared to crazybump, but the latest update has offered more customization and the next few updates they've been talking about on the forum sounds like the customization will be on par with crazybump soon.

Overall I think it's a handy tool for us indies wanting to save time and lots of money to get our games to look a little more next generation

Re: ShaderMap Pro [Re: Machinery_Frank] #216269
07/16/08 08:45
07/16/08 08:45
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
Originally Posted By: Machinery_Frank
300 $ just for creating normal-maps? This is a joke. You can save a bit more and buy ZBrush instead. This is no sensible relation.

Read their forum, you can use the 100$ version commercially as well... if you're an indie developer, or a small team.

Re: ShaderMap Pro [Re: nuclear_winter] #216277
07/16/08 09:32
07/16/08 09:32
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Yes. I already read about that. But a license is more safe. You can only rely on their forum then and if they sue you then they are right because of the personal license applying to you.

They should rather offer an indie license like we do at Dexsoft.


Models, Textures and Games from Dexsoft
Re: ShaderMap Pro [Re: Machinery_Frank] #216309
07/16/08 12:42
07/16/08 12:42
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
You might be right, but i think its more about trust... how can they prove that the maps are done with their software?

Re: ShaderMap Pro [Re: nuclear_winter] #216315
07/16/08 12:57
07/16/08 12:57
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
even $100 is too much for just generating and tweaking normal maps, if you ask me.

Re: ShaderMap Pro [Re: broozar] #216467
07/17/08 08:19
07/17/08 08:19
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
It depends on what do you do with the program, how often you use it and how much time it saves you... and everyone's time costs more than a 100$, on the other hand, if you find a cheaper alternative... well, that's great wink

Re: ShaderMap Pro [Re: nuclear_winter] #216499
07/17/08 10:53
07/17/08 10:53
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
btw, i need a program that calculates normal maps from high poly to lowpoly models. so far i tried

xNormal (favourite, but fails sometimes in calculating the height maps and all nm's are looking flat)
nvidia MeLODy (totally unstable)
ATI GPUMeshMapper (see melody)

Re: ShaderMap Pro [Re: broozar] #216501
07/17/08 11:02
07/17/08 11:02
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany


Models, Textures and Games from Dexsoft
Re: ShaderMap Pro [Re: Machinery_Frank] #216504
07/17/08 11:16
07/17/08 11:16
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
yeah, forgot that on the list, i tried this one as well, does not seem to have support for hard edges. so

ORB (all edges smoothed)
ATI NormalMapper (requires nmf models, thus requires max or maya)

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