![]() |
Smoke's models - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Resources (https://www.frictionalgames.com/forum/forum-42.html) +---- Thread: Smoke's models (/thread-21082.html) |
RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 Okay, I got the ao map done, thanks for that ![]() ![]() RE: Smoke's models (Taking requests) - The chaser - 04-08-2013 There's the easy solution: Dessaturate the pic and regulate the black and white (and grey) in the black and white levels. It's what I do to get a fast specular map. ![]() RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 (04-08-2013, 01:46 PM)The chaser Wrote: There's the easy solution: Dessaturate the pic and regulate the black and white (and grey) in the black and white levels. It's what I do to get a fast specular map. And now in words which a non-english guy can understand? ![]() RE: Smoke's models (Taking requests) - WALP - 04-08-2013 (04-08-2013, 01:50 PM)Smoke Wrote:(04-08-2013, 01:46 PM)The chaser Wrote: There's the easy solution: Dessaturate the pic and regulate the black and white (and grey) in the black and white levels. It's what I do to get a fast specular map. Dessaturate is a feuture you use to remove the color from your image. RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 (04-08-2013, 02:59 PM)martinnord Wrote:(04-08-2013, 01:50 PM)Smoke Wrote:(04-08-2013, 01:46 PM)The chaser Wrote: There's the easy solution: Dessaturate the pic and regulate the black and white (and grey) in the black and white levels. It's what I do to get a fast specular map. Aha, thank you RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 I just downloaded a program called crazybump. It seems like this program will make all the different files (AO, normal, etc.) Is this the right way? Or will it mess up my textures? RE: Smoke's models (Taking requests) - The chaser - 04-08-2013 It depends. Go to the specular thing, and go trying. You know, save and look at the material editor. The result changes automatically ![]() PD: I'm not english either, I'm Spanish, but with this forum I have learnt a lot. ![]() RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 (04-08-2013, 04:38 PM)The chaser Wrote: It depends. Go to the specular thing, and go trying. You know, save and look at the material editor. The result changes automatically I know, but I just didn't know what dessaturate ment ![]() Edit: I understand the problem with the specular map, that won't work because the program doesn't know how shiny it should be, right? 2nd edit: Also, is there a better way to scale down my model so it isn't needed in the level editor? Just scale everything down in maya or is there a better way in the modeleditor? (I've tried it in the modeleditor, but it made an .ent instead of an .dae file.) RE: Smoke's models (Taking requests) - Traggey - 04-08-2013 You don't really want to make anything else but Normal and Cavity maps with crazybump, unless you're making a tiling texture, Crazybump does not produce proper spec/AO/Height maps. RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013 (04-08-2013, 06:25 PM)Traggey Wrote: You don't really want to make anything else but Normal and Cavity maps with crazybump, unless you're making a tiling texture, Crazybump does not produce proper spec/AO/Height maps. Alright, I'll keep that in mind. And how about my other question? About the scaling? |