The VG Resource

Full Version: Super Smash Bros. 4 Model Project
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Can someone show me how to make a final texture like this for example?
[img]<a href=[/img][Image: CyFcDEO.png?1]" />
It goes in the diffuse map slot and it looks like it has all the details of the normal, spec, and bump map. I tried using a complete map but that includes lighting effects that make the texture come out with uneven light and shadows. I just want to know how everyone is getting there textures to render like this.
(09-01-2015, 10:25 AM)uac9000 Wrote: [ -> ]Can someone show me how to make a final texture like this for example?
(image here) />
It goes in the diffuse map slot and it looks like it has all the details of the normal, spec, and bump map. I tried using a complete map but that includes lighting effects that make the texture come out with uneven light and shadows. I just want to know how everyone is getting there textures to render like this.

Just use the Overlay function in Photoshop. With the flat diffuse on the bottom, desaturate the transparent normal map, and then change the normal map's layer options to Overlay. That worked for me!
I'm getting it now thanks! What about the spec maps, how do i handle those?
(09-01-2015, 06:28 PM)uac9000 Wrote: [ -> ]I'm getting it now thanks! What about the spec maps, how do i handle those?

Spec maps can be made by ripping the alpha channels. To do that, select the whole transparent normal map, then under Select on the top bar, choose Save Selection. Leave the default settings, and name it whatever you want. Then, on the bar that has Layers on it, go select Channel. Under it, look for what you saved your selection as. That will be the specular map! Copy that and then make it its own file.
Do i make the normal map transparent in photoshop too?
(09-01-2015, 06:40 PM)uac9000 Wrote: [ -> ]Do i make the normal map transparent in photoshop too?

The normal map should already have some transparency! If it doesn't, you're doing something wrong. Show me the image of the normal map.
Here is one of them. I might be missing something obvious, I've done that before.
[img]<a href=[/img][Image: FGxd1R9.png]" />
(09-01-2015, 07:39 PM)uac9000 Wrote: [ -> ]Here is one of them. I might be missing something obvious, I've done that before.
(image here) />

Did you use Photoshop's DDS plugin to import them? That plugin destroys transparency.
I just used a program called DDSconverter to convert them to bitmap.
(09-01-2015, 08:06 PM)uac9000 Wrote: [ -> ]I just used a program called DDSconverter to convert them to bitmap.

I use Noesis to get my DDS files to PNG
(09-01-2015, 08:16 PM)ThatTrueStruggle Wrote: [ -> ]
(09-01-2015, 08:06 PM)uac9000 Wrote: [ -> ]I just used a program called DDSconverter to convert them to bitmap.

I use Noesis to get my DDS files to PNG

That's good too!
i use paint.net to save DDS as PNG.. but noesis can do it also.
(09-02-2015, 12:02 AM)Demonslayerx8 Wrote: [ -> ]i use paint.net to save DDS as PNG.. but noesis can do it also.

I never used Paint.net. What's it's advantages over Photoshop or GIMP?
Well, I wouldn't know about PS, but when exported, loaded with a plugin,
GIMP loads 'em completely blank for me.
Not that you're asking, though....
I'm still fiddling around with Photoshop, i'll let you know how it goes. I had originally converted my textures to TGA because i thought it was a better quality then PNG, but 3ds max wouldn't export the model as collada format if it had TGA files on it. So i tried using BMP because again i read that the quality was better than PNG, but i didn't know BMP doesn't support alpha channels. So now i'm going to have to start all over again.