| 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 (3,526 Views) | |
| Deleted User | Feb 26 2014, 12:14 PM Post #21 |
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Deleted User
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@Sergio Hello, You need to paste the sketch in blue channel of normal map. see this image, I have selected blue channel only on right side (Channels Panel)
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| sergio | Feb 27 2014, 11:16 AM Post #22 |
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I'm doing a port of sakura cos4 ssf4ae these are the original textures: http://www.mediafire.com/view/8u2mblo4lbsqv/dds% 20sxft # 4i1jbnke69khzy3 http://www.mediafire.com/view/8u2mblo4lbsqv/dds% 20sxft # vjtat8ltupxr5vs following the tutorial: http://www.mediafire.com/view/8u2mblo4lbsqv/dds% 20sxft # cg6h7z5z344x410 http://www.mediafire.com/view/8u2mblo4lbsqv/dds% 20sxft # 8blgfr4q24cebze and the game is completely pale: http://www.mediafire.com/view/8u2mblo4lbsqv/dds% 20sxft # zt8b82uk2z6edfc I'm missing something but is not |
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| 2DGraphix | Feb 28 2014, 10:27 PM Post #23 |
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2nd Dev in PS3 Chars Mod
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That's as pale as pale can be! More pale than your skin when it's covered in flour! |
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| robhal | Feb 28 2014, 10:54 PM Post #24 |
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Pegasus Ryu Sei Ken!
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@sergio: You have done a mistake in picture 3, don't inject the sketch image dds into the 00.dds (just leave it alone). The other steps are correct. Edited by robhal, Feb 28 2014, 11:14 PM.
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| sergio | Mar 2 2014, 12:09 PM Post #25 |
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Thanks, I recently saw that normal textures have to be in cyan color, and these steps are on the map textures
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| streetfighterrox | Aug 20 2014, 10:19 PM Post #26 |
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edit: nevermind.
Edited by streetfighterrox, Aug 20 2014, 10:20 PM.
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