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Blue Channels For SFxT Normal Maps; How to generate blue channels like SFxT Normal Maps (Mini Guide)
Topic Started: May 15 2013, 03:20 PM (3,528 Views)
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@ War

Your welcome bro, your texture work is already great but I am sure it will look even better with this :)
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MaesterWar
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hey I was testing this out and I was able to duplicate everything up until the Part when you say go into Filter>other>minimum .I use GIMP and it doesn't have an other or minimum feature by any chance do you know what the equivalent option would be in GIMP?
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@War

Does it have Gaussian blur ? if so then you can replace minimum filter with Gaussian blur to generate similar sketch, choose blur value where you like the result.
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MaesterWar
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thanks bro that did the trick.
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Your welcome bro :)
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robhal
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Pegasus Ryu Sei Ken!

Bro, now that I had photoshop, so now I can try practicing few things. I notice on my ported Fei Long and Cammy mod, the blue channel on their normal map are all white, so I want to apply this guide on them. But I have few questions:
1. Do the base dds (texture map) have to be the one with full colors, like those SSF4AE dds, as shown on pic 1? What if by chance the base dds is from SFxT (the colorless texture map)?
2. You said, the normal map is often 2x size of texture map, so we should enlarge them first. What if the normal map is the same size as the texture map, should we first enlarge the normal map to 2x before doing this guide?

Thank you.
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Deleted User
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Yes bro, the blue channels in all AE normal maps as well as other normal maps are empty (white), it's only SFxT that use these new style of normal maps with highlighted blue channels, however in your fei long port I added the blue channel to his skin normal map.

Okay now to your questions

1) It's not necessary to have colored base dds, you can use gray scale dds too however colored dds tend to produce better sketch with smooth lines but you can apply noise reduction to sketch that is produced from gray scale dds to smooth your sketch, your end result should be like this

Posted Image

The more smooth your sketch is the better.

2) No if normal map is of same size as texture map then you should skip this step, AE and SFxT texture maps are 1024x1024 and normal maps are 2048x2048 so you always have to enlarge your texture map first but you're right that in some cases they are of same size. Just skip this step if they have same size.
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robhal
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Pegasus Ryu Sei Ken!

Thanks bro for the answers. :) I will try it later.

1. The Cammy Boxer body skin texture map dds that you had fixed is gray scale dds, right? So I can apply the 'noise reduction' step on it, right?

2. Also I see in Cammy Boxer dds files are in smaller size than standard, only 512x512. Do we need to enlarge them to 1024x1024, or just let them be?
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Deleted User
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Your most welcome bro :)

1. No the Cammy skin texture was in color but after my fix (cyan color) it lost all colors so you can use your original port dds file (which has colored skin) and generate sketch from it.

2. Yes bro some dds files are very small 512x512 but if both texture and normal map are in 512x512 then you should work on them as it is but if texture map is 512x512 and normal map is 1024x1024 then you should enlarge texture map to 1024x1024. Basically the requirement is to have both texture and normal map of same size so instead of reducing normal map to texture map size we increase texture map to normal map size.

Btw I have posted the customizable textures guide here, sorry for delay I was adding some more details in it.

http://w11.zetaboards.com/SFxT_Mods/topic/8880978/1/#new
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sergio
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Hello I am a newbie to photoshop and I wanted to ask how to do step 6
I Use Layer -> Flatten image.
select, copy and paste the texture normal on blue textures.
but the result is not the same (I'm using the same model)
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