Upcoming Skins & Shader Maps

Post about creating and skinning models here
yzmxer608
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Re: Upcoming Skins & Shader Maps

Post by yzmxer608 »

DJ wrote:
giopanda wrote:why the normal map always appear "inside out" no matter what settings i use in the photoshop plugin?
and does it works better a black and white or an alpha transparency specular map?
because i read around some tutorials and they suggest to use black and white shades, but to me it looks better with alphas..
any suggestions from who knows better than me?
1) Here are the settings I use for the photoshop plugin. These get the closest results to baking.

http://i923.photobucket.com/albums/ad77 ... filter.jpg

2) The RGB channel represents the colour of the reflections. White will get you the maximum light it can reflect, whilst Black will reflect no light. Also, if you have it set at say 0 0 255, it will only reflect pure blue.

The alpha channel represents the 'shininess' (the specular exponent) of the reflection. JLV has made it so 100% alpha (ie 255 in the alpha channel) uses the models specular exponent. From 254 down, the skin defines its own specular exponent. 254 alpha will make it very shiny looking, where the reflection will only occur in a small angle. 0 alpha will make the reflection diffuse, and the reflection will not change with camera angle (an example of this is Luiz's rear supermotard tyre). I usually set the specular exponent to something around 50/255 (ie 20% opacity).

Hope that explains it well
From the dead. I was thinking, can you just use alpha on the RGB portion and not have to deal with the alpha channel? I haven't ever done anything with the alpha channel for spec maps, I always thought you guys were talking about alpha on the RGB part :?.
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DJ99X
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Re: Upcoming Skins & Shader Maps

Post by DJ99X »

I dont understand what you are trying to say. There is only one alpha channel in an image. There is no alpha in the RGB portion.
yzmxer608
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Re: Upcoming Skins & Shader Maps

Post by yzmxer608 »

I guess I mean the checkerboard pattern when there's nothing in that portion of the image. Sorry, I never use the alpha channel, normally just layer masks.
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DJ99X
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Re: Upcoming Skins & Shader Maps

Post by DJ99X »

That checkerboard is the alpha...
yzmxer608
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Re: Upcoming Skins & Shader Maps

Post by yzmxer608 »

Yeah, I guess what I'm trying to say is, can you get the same effect if you don't touch the actual alpha channel in the channel list, and change the opacity of the RGB over a transparent background. But then if you wanted 100% white it wouldn't be 100% white.

Nvm, I'll just have to learn how to use the alpha channel, never had to use it before.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
DJ99X
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Re: Upcoming Skins & Shader Maps

Post by DJ99X »

Alpha is alpha. There are no two types of it.

If you set 100% white to 50% opacity, its still 100% white.

Colours are written as [R,G,B,A].
ddmx
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Re: Upcoming Skins & Shader Maps

Post by ddmx »

He's talking about channels. Red, Blue, Green, and Alpha. When glancing at skins done by better skinners, they use an alpha channel. I however never use the alpha channel, I just use layer maskes in the RGB channels as yz's referring to.
DJ99X
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Re: Upcoming Skins & Shader Maps

Post by DJ99X »

those alpha channels only appear because of the image format, which is usually tga or dds
MxHuett
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Re: Upcoming Skins & Shader Maps

Post by MxHuett »

Yahama7 wrote:I think ( correct me if i'm wrong ) that you were going for this bike:
http://www.barpfoto.com/blog/wp-content ... og-001.jpg

But as you can see there are decals on the numberplates as well as on the airbox.
Right now you only got sponsors on there.
And if you were going after this bike then the sponsor stickers on the rear fender are not the same as the ones on the picture.
Maybe you could improve some of those points :wink:
Someone should make that RedBull Arai helmet :D lol
magnusson
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Re: Upcoming Skins & Shader Maps

Post by magnusson »

vurbmoto wrote: - Kevin Windham is still a BOSS
My Release's on PureMXS
MxHuett
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Re: Upcoming Skins & Shader Maps

Post by MxHuett »

I know i was just sayin lol
KTM57
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Re: Upcoming Skins & Shader Maps

Post by KTM57 »

SKINS AND MODELS REQUESTS

MXHUETT, PLEASE CALM DOWN WITH THE REQUESTS.

RAAAAAAAAAAAAAAAAAAAAAGECAPS
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raul_mx14
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Re: Upcoming Skins & Shader Maps

Post by raul_mx14 »

Anybody can help me with normal map to put on my alpnstar gear ?? .. i wanted help it to release :? Thxx
magnusson
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Re: Upcoming Skins & Shader Maps

Post by magnusson »

raul_mx14 wrote:Anybody can help me with normal map to put on my alpnstar gear ?? .. i wanted help it to release :? Thxx
normal mapping is really easy if you think about it, what i did was just download the Nvidia filter and go to YouTube and search Normal mapping... :wink: but if that doesn't work for you just add me to msn and ill help you.... teammotion@hotmail.com

and use this topic Upcoming Skins and Shader Maps #2 instead of this one...
vurbmoto wrote: - Kevin Windham is still a BOSS
My Release's on PureMXS
juniormx11
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Re: Upcoming Skins & Shader Maps

Post by juniormx11 »

OK. So ive decided to start making the 2012 Thor Phase Vented gear as no one has even spoken a word of creating this gear. it will be my first attempt at skinning gear as i usually do bike graphics and what not.
here is an image of the gear so far vvvvv

Image

if anyone would be willing to help me out with the norms and shading it would be highly appreciated and would be given much credit at the release.
any help would be great!!
Image
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