staydown wrote:jlv or dj, So I am reading that this is different than the normals and specs we use for models. First I created a normal map from my base texture by using the nDo plugin on photoshop as I have always done for models skins in the past. Next I go to channels tab and add another alpha channel at the bottom of the channels. This defaults black so I invert to white and my normal map goes back to how it usually looks (purplish blue). I then save it as the appropriate file. Next, I go back to my base texture again and flatten the image (desaturate). I usually just lower the opacity on this when I do specs for models, but I see that it uses a red and green channel only. If I remove the blue channel, it changes the texture to yellow. I know that specs are usually greyscale. Could someone please explain this better?
For the alpha channel, id handle it using a mask, or just deleting the excess.
The spec map is definitely different. It is still grayscale, but the sum of the channels will make the texture look like a funny colour. If you don't want to play with the channels, just make the grayscale image like you normally would, then put a pure red layer (255 0 0) over the top, and set it to multiply. Then make your hardness layer ( which used to be just alpha ) by making another grayscale image. Then put a pure green layer over the top of it, set it to multiply, then merge. Now, set that layer to multiply, so the layers merge their channels. You can then merge those layers. The spec map needs the same alpha as your colour texture and normal map.