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.
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 .
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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.
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.
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
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... but if that doesn't work for you just add me to msn and ill help you.... teammotion@hotmail.com
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
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!!