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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 (3,526 Views)
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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)

Posted Image
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sergio
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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
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2nd Dev in PS3 Chars Mod
That's as pale as pale can be! More pale than your skin when it's covered in flour!
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robhal
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Pegasus Ryu Sei Ken!

@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
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robhal
Feb 28 2014, 10:54 PM
@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.
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
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edit: nevermind.
Edited by streetfighterrox, Aug 20 2014, 10:20 PM.
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