Upcoming Skins and Shader Maps #2

Post about creating and skinning models here
hvpunk62
Posts: 2658
Joined: Tue Nov 04, 2008 11:42 pm

Re: Upcoming Skins and Shader Maps #2

Post by hvpunk62 »

robbimagg wrote:
Crossman35 wrote:http://i1081.photobucket.com/albums/j34 ... /rendu.png

Thanks to T-RIDER for the pattern =)
the pattern in that gear is better than the one on mine. but imo i think my gear has a better norm and base :wink: idk maybe im wrong just judge for your self, and Crossman i'm not saying yours looks bad.

heres mine.
http://img222.imageshack.us/img222/1412/backpm.png
http://img846.imageshack.us/img846/5960/fronte.png
DEAM BOOTS!
Rob your norm looks crusty dude. Lol, So noisy but the other dudes deff looks better no offense.
yzmxer608
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Re: Upcoming Skins and Shader Maps #2

Post by yzmxer608 »

Robbi what do you have the shading set to? If you use Garasaki's use his norm and spec maps too.
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magnusson
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Re: Upcoming Skins and Shader Maps #2

Post by magnusson »

in my last post here i used garasakis shade and norm i don't have any spec that he made. but there must be something im doing wrong in that last pic :| doesn't look like a shade to me :?
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My Release's on PureMXS
yzmxer608
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Re: Upcoming Skins and Shader Maps #2

Post by yzmxer608 »

Oops, forgot he never made one that wasn't for the Oneal. I think I just took the shading and put a LOW opacity on the spec map.

Actually, that doesn't look like the same shading I have :?. I thought I got it from his skins topic but I couldn't find the same one I have there. It's the shading Mr. Two has in his templates, I swore saki made that shading too...
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tyskorn
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Re: Upcoming Skins and Shader Maps #2

Post by tyskorn »

It's right here, YZ.
http://www.mediafire.com/?3wutld2hwzh
Just take out the Oneal Specific stuff and save it as a png. Then set it to overlay or something and it will be your shading.
Garasaki
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Re: Upcoming Skins and Shader Maps #2

Post by Garasaki »

You should rely on the normal map for the shading, and only have a very subtle shading layer on your skin file (you can use the method tyskorn describes for that).

Also you should be testing in game not in blender :?
Image
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Garasaki
Posts: 1959
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Re: Upcoming Skins and Shader Maps #2

Post by Garasaki »

hvpunk62 wrote:
robbimagg wrote:
Crossman35 wrote:http://i1081.photobucket.com/albums/j34 ... /rendu.png

Thanks to T-RIDER for the pattern =)
the pattern in that gear is better than the one on mine. but imo i think my gear has a better norm and base :wink: idk maybe im wrong just judge for your self, and Crossman i'm not saying yours looks bad.

heres mine.
http://img222.imageshack.us/img222/1412/backpm.png
http://img846.imageshack.us/img846/5960/fronte.png
DEAM BOOTS!
Rob your norm looks crusty dude. Lol, So noisy but the other dudes deff looks better no offense.
Interestingly, they are both using the same shading ("norm") but applied differently, probably just different layer blending styles.

Also, IMO black is the hardest color to apply shading too so that's probably contributing to your difficulties. Make sure your skin isn't "true" black (100% black) or the shading will always look horrid.
Image
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yzmxer608
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Re: Upcoming Skins and Shader Maps #2

Post by yzmxer608 »

Yeah that's the stuff I thought it was, whatever I use is what Mr. Two has in his templates. I can't figure out where it came from (thought he said Garasaki made it though, unless he did it himself).
Image
Or am I just crazy and it's the same?
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Mr.Two
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Re: Upcoming Skins and Shader Maps #2

Post by Mr.Two »

Honestly I really cannot remember who made that shading :roll: :oops: haha. I myself was under the impression that it was Garasaki's normal map that I made into shading, set to overlay, and adjusted opacity. Recently I have been doing it a bit differently and I am liking the results quite a bit more. Using x normal plugin in photoshop I take my normal map png and run it through the "Height2Occlusion", apply to skin, and set to multiply. Personally I think the results are far better ingame.

Image
Image
Bonair
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Re: Upcoming Skins and Shader Maps #2

Post by Bonair »

That is Garaski's shading. Like mr.two said it looks good if you desaturate a normal map. That way you just get shadows, or ao map.
Image
Yahama7
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Re: Upcoming Skins and Shader Maps #2

Post by Yahama7 »

Mr.Two wrote:Honestly I really cannot remember who made that shading :roll: :oops: haha. I myself was under the impression that it was Garasaki's normal map that I made into shading, set to overlay, and adjusted opacity. Recently I have been doing it a bit differently and I am liking the results quite a bit more. Using x normal plugin in photoshop I take my normal map png and run it through the "Height2Occlusion", apply to skin, and set to multiply. Personally I think the results are far better ingame.

http://img41.imageshack.us/img41/2177/61820607.png
And i think i know the wise guy who gave you this tip :wink: :lol:
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It's Yahama7 !!!
Garasaki
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Re: Upcoming Skins and Shader Maps #2

Post by Garasaki »

Mr.Two wrote:Honestly I really cannot remember who made that shading :roll: :oops: haha. I myself was under the impression that it was Garasaki's normal map that I made into shading, set to overlay, and adjusted opacity. Recently I have been doing it a bit differently and I am liking the results quite a bit more. Using x normal plugin in photoshop I take my normal map png and run it through the "Height2Occlusion", apply to skin, and set to multiply. Personally I think the results are far better ingame.

http://img41.imageshack.us/img41/2177/61820607.png
Yep that's my shading and the name "height2occlusion" certainly seems like it's exactly what you'd want. You are trying to use a height map to make an occlusion map :wink:

Honestly when I made that normal map I never thought people would be using it. I've done stuff I think is way cooler and more useful, but this normal map has really stuck around.
Image
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FelipeMX
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Re: Upcoming Skins and Shader Maps #2

Post by FelipeMX »

Garasaki wrote:Honestly when I made that normal map...
btw how can I make a 'flat' normal map for gears in general? Is it based on some real pictures like cropping 'em up and setting as grey scale?
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Garasaki
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Re: Upcoming Skins and Shader Maps #2

Post by Garasaki »

I made that normal map using a method that relies on displacement mapping to create the normal map.

Which is the same method used to create tracks - a grayscale image where black is low and white is high.

To make something "flat" using this method, you would simply use the same grayscale value over the area you want flat.

Alternatively, I think you could just omit the normal map if you want something flat.
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Mr.Two
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Re: Upcoming Skins and Shader Maps #2

Post by Mr.Two »

Yahama7 wrote:
Mr.Two wrote:Honestly I really cannot remember who made that shading :roll: :oops: haha. I myself was under the impression that it was Garasaki's normal map that I made into shading, set to overlay, and adjusted opacity. Recently I have been doing it a bit differently and I am liking the results quite a bit more. Using x normal plugin in photoshop I take my normal map png and run it through the "Height2Occlusion", apply to skin, and set to multiply. Personally I think the results are far better ingame.

http://img41.imageshack.us/img41/2177/61820607.png
And i think i know the wise guy who gave you this tip :wink: :lol:

Yup! And thanks for the tip it looks a TON better! haha.
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