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Need some Artwork flow help!


knowledgegranted
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Hey guys,

 

 

I'll start out with my first problem and go from there. Textures, textures, textures, I have major problems with texturing in leadwerks. I have converted all TGA files to DDS. I have color, normal, height, and spec maps. From my understanding, you merge the Spec map into the alpha channel of the normal map. I brought a simpler texture into photoshop to see how to do this, and I came up with a purplish result:

 

 

post-100-009852200%201282358250_thumb.jpgpost-100-038231000%201282358256_thumb.jpgpost-100-046759300%201282358261_thumb.jpg

 

 

 

 

So my question is, did I make the texture correctly, and can someone show me how to make a proper .mat file. The wiki doesn't help at all, so please don't point me to that.

post-100-009852200 1282358250_thumb.jpg

post-100-038231000 1282358256_thumb.jpg

post-100-046759300 1282358261_thumb.jpg

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
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Download the ADN material editor. http://leadwerks.com/werkspace/index.php?/topic/2550-adn-materials-editor/

 

Makes things muuuuuuuuuch easier.

 

With this material editor you can place the spec in the alpha channel of the normal map.

 

OR

 

You can just load a seperate texture for the specular map. Very convienant. You see in 3dCoat, there is an option to save teh specularity to the alpha channel of normal map so it's really simple for 3dCoat owners to do that. However, without 3dCoat, I would have to use plugins in programs like Paint.Net and do it manually.

 

But with ADN material editor you can choose to do it either way you want.

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Thank you very much!

 

I would like to know how to do it the real way, but I can get my example from the ADN made mat files. Thanks again!

 

 

-Jim

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
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I don't know what you are viewing that texture in, but I think the program background is pink, which explains how you are getting that color.

 

There is a pixel shader that can use a separate spec map, but it is more efficient to merge it into the alpha channel of the bumpmap like that.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I don't know what you are viewing that texture in, but I think the program background is pink, which explains how you are getting that color.

 

There is a pixel shader that can use a separate spec map, but it is more efficient to merge it into the alpha channel of the bumpmap like that.

 

 

The program is Photoshop, with a transparent background. No worries, I understand this who "mat" thing now.

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
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Ok, everything is great. The textures are awesome, and the MAT files are done. I have a slight problem, the scale is way off. I did some quick forum searches and found that the standard LE scale is 1meter to 1unit. Is there a batch scale converter out there?

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
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Ok, everything is great. The textures are awesome, and the MAT files are done. I have a slight problem, the scale is way off. I did some quick forum searches and found that the standard LE scale is 1meter to 1unit. Is there a batch scale converter out there?

Try MeshBox from the previous forum. Not batch though.

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