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DarkBASIC Professional Discussion / Please Help - Any tools or programs available to create texture, relief and specular map ?

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Juggernaut
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Posted: 7th Feb 2013 01:03
Hello,

How do I create texture map, relief map and specular map ?

I need them for using dark shader's relief mapping shader.

I do not understand from where to load them, they are not in the texture dialogue. Please help.

Thanks,
zeroSlave
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Posted: 7th Feb 2013 01:18
With Photoshop or Gimp. Texture maps, relief maps, and specular maps are just images. Generally, the different texture stages (normal, relief, specular, gloss, emissive, etc) just use the color information of the specified image to tell the shader what to do. Most of these are greyscale (or use a specific color channel) for intensity. In a bump map, black would be the lowest range of a bump, while white would be the max height of a bump. Specular/gloss map: Black would be none, while white would be max shininess. Anything grey in between would be in between.

I just realized you're talking about dark shader. I'm not sure how you would load in or apply anything. But the above is still true.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
wattywatts
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Posted: 7th Feb 2013 04:18
You can't just make your own maps anyway, that's terrible advice (if that's indeed what you're suggesting).
I believe for dark shader some models come with their own maps, but generally speaking you'll want something like crazybump.

http://mattsmith.carbonmade.com/
zeroSlave
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Posted: 7th Feb 2013 05:18
You can handpaint your own normals... Some of the best detail work in normal maps are handpainted! I also don't really know how else you would get a spec/gloss/emissive/SSS map any other way than in an image editor.

But really, I was just saying that textures are images.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
Ortu
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Posted: 7th Feb 2013 05:56
Quote: " Some of the best detail work in normal maps are handpainted!"


more often baked down from a sculpt or high-poly model. While you certainly 'can' hand paint normals, it's a lot like using mspaint... more work than it's worth for decent results. there are better tools with far easier workflows. doing some manual cleanup work after the bake is common, but should be pretty minor.

crazybump, photoshop's nvidia filter, etc can be good for adding fine surface detail to an existing normal map from an existing image if you don't want to model in every little thing, but the meat of a normal map should really be produced through baking, and major forms should be left as modeled geometry.

texture map (I'm assuming this means the diffuse: basic color texture) is very commonly hand painted though, and the specular should be produced using the diffuse as a base, as it is very important that details present in the diffuse be matched identically in the spec for best results. To produce a spec map, I generally convert the diffuse to greyscale, adjust the brightness/contrast and work from there.

mr Handy
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Posted: 7th Feb 2013 07:00
Quote: "While you certainly 'can' hand paint normals."


Blank 127 127 255 texture in mspaint FTW

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zeroSlave
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Posted: 7th Feb 2013 07:39 Edited at: 7th Feb 2013 07:45
It's actually pretty easy to paint over an image with a normal sphere to eyedrop from. It's especially effective with bricks, bark, wood, and other things you have an image/texture(diffuse) of but don't want/nor need a model of. I'm not saying do it all in Photoshop, but it's going to be a very important part of the process no matter what route you take.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
MadBit
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Posted: 7th Feb 2013 08:32
Maybe can CrazyBump help you. There is a 30 day demo.

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Pixie-Particle-Engine
Juggernaut
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Posted: 7th Feb 2013 18:25
Thank you - all of you for your views and advice. I will look into Crazy Bump for this.
Ortu
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Posted: 7th Feb 2013 21:02
Quote: "It's especially effective with bricks, bark, wood, and other things you have an image/texture(diffuse) of but don't want/nor need a model of"


Quote: "photoshop's nvidia filter, etc can be good for adding fine surface detail to an existing normal map from an existing image if you don't want to model in every little thing"


agred, i would do this in photoshop, but i would use a filter and overlay it rather than paint it on by hand

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