arma3:texturing:basics
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arma3:texturing:basics [2017/01/16 10:06] – created basics initial page. snakeman | arma3:texturing:basics [2024/08/03 10:59] (current) – links added. snakeman | ||
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====== ArmA 3 Texturing Basics ====== | ====== ArmA 3 Texturing Basics ====== | ||
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**CO** is your basic texture, created in Photoshop or whatever your preferred texture editing program is. | **CO** is your basic texture, created in Photoshop or whatever your preferred texture editing program is. | ||
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**NOHQ** is the normal map, most likely baked in 3ds max, modo or similar. There are filter (plugins for Photoshop) to do it manually from the texture (NVIDIA do them somewhere on their website, but the results WILL need tweaking). | **NOHQ** is the normal map, most likely baked in 3ds max, modo or similar. There are filter (plugins for Photoshop) to do it manually from the texture (NVIDIA do them somewhere on their website, but the results WILL need tweaking). | ||
- | **SMDI** is an overall shine/gloss map. The best way I've found to make these is to greyscale | + | **SMDI** is an overall shine/gloss map. The best way I've found to make these is to grayscale |
**AS** (otherwise known as Ambient Occlusion or AO) can also be baked in 3ds max, modo or similar 3d editing software. | **AS** (otherwise known as Ambient Occlusion or AO) can also be baked in 3ds max, modo or similar 3d editing software. | ||
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Red Channel always 100% White | Red Channel always 100% White | ||
- | Green Channel (Is the " | + | Green Channel (Is the " |
Blue Channel is the gloss. Short and sweet is about 60-80% white. But you can get creative and add white to areas of your model you want to have more gloss. Think of a laminated, waxed wood panel floor. | Blue Channel is the gloss. Short and sweet is about 60-80% white. But you can get creative and add white to areas of your model you want to have more gloss. Think of a laminated, waxed wood panel floor. | ||
- | Make sure your base diffuse doesn' | + | Make sure your base diffuse doesn' |
Always remember you can go back into this map and make channel adjustments until you are happy. And it takes time to produce great results, so be patient and practice. | Always remember you can go back into this map and make channel adjustments until you are happy. And it takes time to produce great results, so be patient and practice. | ||
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For AS maps the color channels are supposed to be used like this:\\ | For AS maps the color channels are supposed to be used like this:\\ | ||
Red = white color\\ | Red = white color\\ | ||
- | Green = Ambient occlusion texture (greyscale | + | Green = Ambient occlusion texture (grayscale |
Blue = white color | Blue = white color | ||
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Green = Specular map\\ | Green = Specular map\\ | ||
Blue = Specular Power map (also known as Gloss map) | Blue = Specular Power map (also known as Gloss map) | ||
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arma3/texturing/basics.1484561212.txt.gz · Last modified: 2017/01/16 10:06 by snakeman