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willow
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Сражён шальной гранатой
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Second it. True normalmap serve to add extra geometry while the photoshop fakes the bumpmap and make it look like a kind of distortion shader, thus actually makes textures to look much worse. Personally i do have the headache because of fake-lot-of-scratches-bump. IMO specular do the better job then the fake bumpmap for any micro detailes. Also I just do not understand the common tendency to made every bit of the bump to be scratched or cracked.

Just_Jim
keep up the good work man! You already have some pluses here :)
Just_Jim
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Thanks, I will look at LightWave.

Will this be correct to make _bump.tga files?
1 - Open texture.tga
2 - create normal map texture_bump.tga
3 - create specular map texture_s.tga
4 - copy alpha channel texture_s.tga to alpha channel texture_bump.tga

Are these the correct steps to create a usable _bump for Berserker?
Is the alha channel for texture_s.tga a high alpha for armature?

If this is True, I will learn how to do it.
Берсеркер
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Суровый челябинский программист
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Jim
4 - copy alpha channel texture_s.tga to alpha channel texture_bump.tga

No, just copy texture_s.tga to alpha channel texture_bump.tga
In Photoshop this operation is simple average(R+G+B)=alpha
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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I must have done something wrong. Scroll up 7 posts to "Ответ #26 : Вчера в 00:10:56 "

I am at work now and will be home in about 2 hours and try it again. Are you getting tired of seeing broken1_1_bump.tga?

start with broken1_1.tga
use Photoshop http://reality.artificialstudios.com/twiki/bin/view/Main/BumpMapping
to create broken1_1_bump.tga

start with broken1_1_bump.tga
use Photoshop http://www.modwiki.net/wiki/Start_a_Specular_map_with_a_Normal_map
to create broken1_1_s.tga

copy broken1_1_s.tga into alpha channel of broken1_1_bump.tga

P.S.
I will check this thread when I get home before I start Photoshop in case you post a correction to what I plan to do - Thanks
Just_Jim
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http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/
broken1_1.tga 07-Oct-2006 10:32 48K
broken1_1_bump.tga 06-Jun-2008 01:10 64K
broken1_1_s.tga 06-Jun-2008 01:07 16K
Just_Jim
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A shot in the dark
http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/broken1_1_bump-new.tga
Is alpha channel correct?
Just_Jim
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Found CrazyBump at http://www.crazybump.com/beta/download.html

Picture of broken1_1.tga


Picture of broken1_1_bump.tga


Picture of broken1_1_bump.tga Alpha Channel


Is this finally correct?
http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/final/broken1_1.tga
http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/final/broken1_1_bump.tga

Screenshots at http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/final/

There are 39 bad files in zTexures1.pk2 and 7 bad files in zTextures2.pk2. There are about 109 bad files in upd_zTextures_05-20-2008.zip.
I want to make a correction pack for these and need to know if I will create good files.

I am a Collector not an Artist
Barnes
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[quote author=Just_Jim link=topic=357.msg8823#msg8823 date=1212868547]
I am a Collector not an Artist
[/quote]
we all know this :)
Какой богатый внутренний мир! Дай-ка посмотрю.....
Берсеркер
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Суровый челябинский программист
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Jim, it's much better :)
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
VorteX
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prime object
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Just_Jim: i have some experience in making good bump/normalmaps in photoshop, your bumpmap is nice, but isn't sharp enough. Height of texture must flow strongly in the place where metal rods go out of plat (because they goes higher than all other geometry on the texture). Your bump got that place blurred.

Here is somewhat that should be. I have lowered overall geometry by half (reducing lightness with Adjustments->Hue/Saturation... by 50) and paint extra layer to bump up metal rods.