It would not go into a slot. It would be overlaid, preferably in Multiply mode, onto the diffuse map, and become part of the diffuse map. A greyscale normal map does not perform the same function as an ambient occlusion map.
Are There Any Portly NPCs?
#226
Posté 08 août 2014 - 03:55
#227
Posté 09 août 2014 - 08:07
#228
Posté 09 août 2014 - 08:13
afaik multiply in photoshop works from top to bottom. the occlusion map should be at the top.
#229
Posté 09 août 2014 - 08:21
As Semper says.
#230
Posté 10 août 2014 - 01:03
Well Semper if you have a tutorial that picks up at the stage I am at (Normal map created, everything else needed) I would love to see the link. It doesn't appear to be a straight line set of options as this point. If not I think I'll continue with my colouration thing, incomplete though it is because the more I hear the more lost I get.
#231
Posté 10 août 2014 - 01:45
Does Xnormal just do this for you with a height map? I know with crazy bump, you can just use it's created occlusion map generated from your heightmap and have it projected onto your diffuse using strength/depth (etc.) sliders.
If you want EE, paint your diffuse map, then when done, DL Crazy Bump and use it's trial (30 days?) to create an AO map for you and have it projected onto your diffuse fully controlling to what degree you want it displayed on your map. Xnormal is free, athough Im not sure if it has this capability or not. OR, take the photoshop way, which im sure is not as complicated as you think all said and done.
#232
Posté 10 août 2014 - 03:36
Obviously I am capable of Google but again not sure what I'm asking for
#233
Posté 11 août 2014 - 08:36
Layer it over the diffuse texture, set it to "multiply", and adjust its opacity to your liking.
#234
Posté 11 août 2014 - 08:47
If you still need a visual, found this with a quick search. Hopefully that gets your head wrapped around AO maps.
https://www.youtube....h?v=2qt-O4YErsM
#235
Posté 11 août 2014 - 09:52
#236
Posté 11 août 2014 - 10:07
color your diffuse map, then all said and done, overlay the AO map, not the normal map... Color it in to your liking first. Have you baked an AO map?
This is what an AO map looks like if you're having troubles visualising what it is. Only the dark heighlights show to simulate dark shadowy areas and to make things look more realistic, even when there are no direct nearby light sources to effect your normal map and make it pop.
Here's an example of an ambient occlusion map. 3rd in from the left. It looks like the OA was already applied to the color diffuse, as you can see all the dark shadowy areas on the red brick. Those weren't painted by hand, but applied via the OA map to his original color map, which would have looked a lot more flat without any highlights (if he painted that by hand without a photo, polypaint in zBrush for example.
Diffuse...................................................Normal..............................Ambient Occlusion.......................Height....................................Specular
#237
Posté 11 août 2014 - 10:35
Note the dark highlights overlayed onto the diffuse...

#238
Posté 12 août 2014 - 01:09
Note the dark highlights overlayed onto the diffuse...
Lowlights? ![]()
#239
Posté 12 août 2014 - 01:23
#240
Posté 12 août 2014 - 02:13
Ok I know nothing at all about 2d graphics other than bits in pieces of these links I'm viewing.
It appears when I make a new layer on an image, the black areas on the first layer are ignored when I colour or paste stuff onto this new top layer. Its like it was a mask (or maybe it was and I didn't realize I made it so).
Here is a strategy I have devised and a last chance for anyone to aye or nay it:
-Have my UV template on the bottom
-Add a layer on top that will hopefully be like a mask and only colour the non black areas where the UV Islands are
-Fill the areas with perhaps photos of pants etc, I think skin will probably have to be hand painted. Am I wrong to assume the pants and boots etc can be done with real world images even if they are not seamless? I think it should not need to be seamless the way I picture it
-Then add the great and almighty ambient overgod to the image. (Please tell me gimp has blend->multiply...?)
-FLATTEN THE IMAGE AND MOVE ON WITH MY LIFE
#241
Posté 12 août 2014 - 03:19
Here, google is your friend:
http://www.michaelda...repainting.html
Do some searching and digging for anything gimp/photoshop related. Gimp is fairly close to photoshop, so you should be able to figure things out with google by your side.
#242
Posté 12 août 2014 - 04:03
Here, google is your friend:
http://www.michaelda...repainting.html
Do some searching and digging for anything gimp/photoshop related. Gimp is fairly close to photoshop, so you should be able to figure things out with google by your side.
At the very least, I'll be making use of that checker-board colour texture to help figure out how textures map to certain models. I've been meaning to see if I can reskin the base fire elemental body model (which you never see in the game), but its diffuse texture is one solid block with no differentiation of body parts (much like the MotB earth guardians, or the Ravenous Incarnation model).
#243
Posté 12 août 2014 - 05:19
I saved that texture, too. I had a checkerboard already, but the colour gradient was a good idea.
#244
Posté 12 août 2014 - 10:53
ok i think i have it. We'll see what it looks like tho with my non art skills. bbl
#245
Posté 13 août 2014 - 03:10
Ok so here is my attempt at putting down the base colour. I didn't colourize the normal map like before because you guys are leading me to believe that the surface effects will return when I do an Ambient overlay at the end.
https://lh5.googleus...ao_attempt1.jpg
I did more than just a base basic colour. I selected the shirt for example, and made a 350 pixel gradient out of two similar colours so it looks more realistic (not one solid colour).
I also painted the underside of the arms and hands a slightly lighter shade of pink so as to simulate sun exposure.
It seems to be going ok so far but I am concerned that none of his nice shirt wrinkles are visible and shoe laces seem weak. I worked a lot on those and made them into the projection normal map but am not seeing them here. I thought I would check that these details will return when I put AO at the end, or should I start over again overlaying the normal map if I wanted these details back?
Remember at one point I had the detail as pronounced as this:
https://lh3.googleus...set_normal1.jpg
Even though thats not the exact smooth look I wanted since it's an old example, the degree of detail is right.
#246
Posté 13 août 2014 - 04:24
you pics don't show anymore.
btw could you pls link the tutorial where it says that you paint over a normal map? i can't think about a way how that could work, besides separating the channels.
did you already try to bake an ambient occlusion map? it's almost the same process as creating the normal map.
#247
Posté 13 août 2014 - 07:57
#248
Posté 13 août 2014 - 08:01
#249
Posté 14 août 2014 - 01:10
We will need a grayscale texture map as a starting point for our diffuse map. If your model has a height map, open it in your image editing software. Otherwise, open your normal map and copy either its Red channel or its Green channel to a new window
the tutorial suggests to use a height map - which is another type of map. it also says that when there's none such map you could also use the red or the green channel of your normal map. guess you confused the latter with painting over the normal map. personally i would not use a height map to base my diffuse map on. overall it's too grayish and will change the base colors if multiplied with other layers. it's still a completely legit pipeline.
#250
Posté 14 août 2014 - 01:19
so I continue on from where I am?





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