| Blue Channels For SFxT Normal Maps; How to generate blue channels like SFxT Normal Maps (Mini Guide) | |
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| Tweet Topic Started: May 15 2013, 03:20 PM (3,527 Views) | |
| Deleted User | May 15 2013, 03:20 PM Post #1 |
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Deleted User
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Hi everyone, I recently discovered a way to generate blue channel for normal maps which is used by SFxT to highlight shadows and enhance the detail of object. Please note that this is still experimental thing and might not generate the results you want so it's good to experiment but don't expect that it will always give you great results as I also used it in one mod only. So lets start, first if you inspect blue channel of a default SFxT normal map you'll see that basically it's a high detailed sketch of your texture map. It also have some extra details which you can't generate easily but this guide shows how to make something close to that. So lets say you have this normal map which does not have blue channel (all white). ![]() STEP 1: Now to start our work open texture dds file of this normal map and make sure it has same image size as the normal map because usually normal maps have double the size of texture maps so make sure you increase texture image size by 2x in Image > Image Size. ![]() STEP 2: Duplicate background layer and desaturate it using Image > Adjustment > Desaturate, this will turn your duplicated layer into a grayscale picture like this. ![]() STEP 3: Duplicate this desaturated layer and invert it using Image > Adjustment > Invert, this will give you a negative style image like this. ![]() STEP 4: Set blending mode of inverted layer to "Color Dodge" and you'll see most of the image will turn white like this. ![]() STEP 5: At this point go in Filter > Other > Minimum and set the value as you like, you have to do a couple of experiments to get the best results but don't go with very high values (I am choosing 10 here). After this you'll see a nice and detailed sketch of your textures like this. ![]() STEP 6: Flatten your image, copy the entire sketch and paste it into blue layer of the normal map dds file and you'll see this result. ![]() Your new normal map is complete. This will improve the overall quality of your textures (SFxT style) and you'll notice a nice highlight during selection screen, winning screen and launcher moves. TIPS: 1. You can fine tune your sketch by dividing it into two parts, for example light shaded sketch for skin parts and dark strokes for parts like clothes etc. 2. You can generate similar sketch using Gaussian blur, just replace STEP 5's Minimum filter with Gaussian blur and choose the value that produce best results. It will generate slightly different sketch than Minimum filter so choose the one you like. Hope you find this guide useful and if you find anyway to improve it let me know
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| Deleted User | May 15 2013, 03:55 PM Post #2 |
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Deleted User
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Thanks Ace, it will be useful
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| Deleted User | May 15 2013, 04:20 PM Post #3 |
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Deleted User
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Your welcome bro
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| bbb | May 15 2013, 07:57 PM Post #4 |
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Thanks BrutalAce, I'll give it a try on the mod I'm currently working on
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| Deleted User | May 16 2013, 01:48 AM Post #5 |
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@bbb Your welcome mate looking forward to your next mod
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| Segadordelinks | May 16 2013, 03:19 AM Post #6 |
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Thanks for the turorial
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| Deleted User | May 16 2013, 04:04 AM Post #7 |
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Deleted User
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Your welcome Sega
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| RoqueDemon | May 16 2013, 10:47 AM Post #8 |
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Thanks for the tutorial. Just an observation: That really looks like a reversed specular map. I'm guessing that, in case you're porting textures from another game, you can just reverse the original specular map to create one for SFxT. |
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| Deleted User | May 16 2013, 11:36 AM Post #9 |
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Deleted User
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@RoqueDemon Your welcome ![]() and yes maybe you're right, I haven't noticed that. The good thing is almost all XNALara models come with Specular maps so it will be easy to check out, I'll post the results here once I check it, thanks for the tip
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| MaesterWar | May 16 2013, 02:25 PM Post #10 |
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Awesome sauce dude, time to pour in all over my next mod. |
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