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Smoke's models - Printable Version

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RE: Smoke's models (Taking requests) - OriginalUsername - 04-08-2013

Okay, I got the ao map done, thanks for that Wink. But do you have any tips on how to create the spec map? Just lay everything down in the uv texture editor, take a snapshot, load in into gimp or photoshop, and start painting everything? It feels like it's too easy Tongue


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. Wink


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. Wink

And now in words which a non-english guy can understand? Smile


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. Wink

And now in words which a non-english guy can understand? Smile

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. Wink

And now in words which a non-english guy can understand? Smile

Dessaturate is a feuture you use to remove the color from your image.

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 Wink

PD: I'm not english either, I'm Spanish, but with this forum I have learnt a lot. Wink


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 Wink

PD: I'm not english either, I'm Spanish, but with this forum I have learnt a lot. Wink

I know, but I just didn't know what dessaturate ment Tongue

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?