Hey guys, I did some research on the effects of normal, diffuse, spec and emiss texture mapping ( I also added an alpha layer to the diffuse texture so I have team color)
I already know how the decal works, so I didn't put that in here
I made a high poly model in Max of a rock and rendered it out as the normal map.
So here is the result, it is just on a plane with 2 tris, I also added the textures that I made
This is just for study purposes.
I noticed that that the emissive and specular multiplier on the bike were not set correctly, so I need to change that.
Do you turn normal map into sc2 format? It uses Green and Alpha channels. If you don't, copy red to alpha, and check if green not inverted as I mentioned earlier.
To check yourself, create a low poly cube of 12 triangles, and a high poly smoothed cube, and generate normal map. Then put pure white to the specular map, and something dark as diffuse map. And check how this cube would look with your normal, will it loook smoothed and lighted correctly when you rotate it or camera around it.
Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on.
select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.
@Zolden:
in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max.
So, I think it is ok no?
the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?
I did the same on that wall, and the effect is quit nice :)
The right image say that you probably haven't inverted the green channel of the normal map. Also, I got no answer from you, have you copied red channel of the normal map to the alpha channel of the normal map?
Can you please use a Color type of specular map layer, there will be the white color by default. Simple color is just useful to test if your normal map is ok or not.
Or simply attach the normal map you created, i'd check it.
I don't think it is necessary to copy the red channel to the alpha channel, since imo it look ok now, but I will attach the normal map this evening, since I'm at work now.
I didn't use a color map, I just used a simple one colored rgb texture.
I don't think it is necessary to copy the red channel to the alpha channel
Oh, you "think"?
Let me quote one of Blizz tech artists
Quote:
StarCraft II uses DXN DXT5 DDS normal maps, that means Side Deflection is in the Alpha Channel and Up and Down Deflection is in the Green Channel of the normal map. Red and Blue are unused.
This is just ridiculous. Why should I convince one to use proper stuff instead of just explaining what is proper :)
Yes, it worked thanks a bunch man I owe you one bigtime!!
Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !
Glad you made it work, and would like to see a screensot of bike's look.
And yea, red and blue channels of normal map can be used for specualr and emissive maps. Btw, nDo has an converter to generate specular map based on normal.
But you can create specular map based on diffuse one, just desaturate it, maybe change color balance to colder colors, increase contrast, add some noise. But for this u'd need to use a whole file to keep the colors.
Specular map? no... do I need one? normal map is not completed yet.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hey guys, I did some research on the effects of normal, diffuse, spec and emiss texture mapping ( I also added an alpha layer to the diffuse texture so I have team color)
I already know how the decal works, so I didn't put that in here I made a high poly model in Max of a rock and rendered it out as the normal map.
So here is the result, it is just on a plane with 2 tris, I also added the textures that I made
This is just for study purposes.
I noticed that that the emissive and specular multiplier on the bike were not set correctly, so I need to change that.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
How exactly does the decal work?
@TaylorMouse: Go
Do you turn normal map into sc2 format? It uses Green and Alpha channels. If you don't, copy red to alpha, and check if green not inverted as I mentioned earlier.
To check yourself, create a low poly cube of 12 triangles, and a high poly smoothed cube, and generate normal map. Then put pure white to the specular map, and something dark as diffuse map. And check how this cube would look with your normal, will it loook smoothed and lighted correctly when you rotate it or camera around it.
@JacktheArcher:
Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on. select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.
@Zolden: in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max. So, I think it is ok no?
the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?
I did the same on that wall, and the effect is quit nice :)
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
The right image say that you probably haven't inverted the green channel of the normal map. Also, I got no answer from you, have you copied red channel of the normal map to the alpha channel of the normal map?
Can you please use a Color type of specular map layer, there will be the white color by default. Simple color is just useful to test if your normal map is ok or not.
Or simply attach the normal map you created, i'd check it.
@TaylorMouse: Go
Are you using art tools or .m3 addons?
@Zolden
I don't think it is necessary to copy the red channel to the alpha channel, since imo it look ok now, but I will attach the normal map this evening, since I'm at work now.
I didn't use a color map, I just used a simple one colored rgb texture.
@JacktheArcher, I'm using the SC2 Art Tools.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Oh, you "think"?
Let me quote one of Blizz tech artists
This is just ridiculous. Why should I convince one to use proper stuff instead of just explaining what is proper :)
I like how Zolden got his point across :)
mm. I haven't read that... but I'll post the normal map shortly.
T.
Edit: Sorry Z. I didn't know why you suggested that before... now I do :) thnx
Edit: Finally, after hours of delays on the public transportation, I am finally behind my computer!
Edit: I did a split on R G B values, and I think I prefer the Red channel to be the correct one, not the green, but that is just me.
Talk to me Z.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
I'd like you to attach the dds file you're using, jpg isn't that informative.
anyway, took the one you attached, copied red to alpha, checked, worked
Alright!!! You left the rest as is?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
yea
aslo, used dark drey as diffuse and white as specular map
Yes, it worked thanks a bunch man I owe you one bigtime!!
Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !
Happy panda right now :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Glad you made it work, and would like to see a screensot of bike's look.
And yea, red and blue channels of normal map can be used for specualr and emissive maps. Btw, nDo has an converter to generate specular map based on normal.
But you can create specular map based on diffuse one, just desaturate it, maybe change color balance to colder colors, increase contrast, add some noise. But for this u'd need to use a whole file to keep the colors.
Now that I got a taste for it :p I 'm doing the rest of the bike to, and the rider :D
Soon an update.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Alright, finally time to work on this biker :)
Still need to do the guy though
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Very good, I like, try to integrate into the game. The model could be really good if it works game.