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arma:texturing:texturing_howto [2008-11-18 16:55]
snakeman created texturing_howto initial page.
arma:texturing:texturing_howto [2015-08-22 01:37] (current)
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 Normal map creation, diffuse map creation, specular map creation and finally application of the texture maps onto the model in Oxygen. Modeling or UV mapping is NOT treated here but can be learned through a bottomless pit of tutorials that can be found online. Normal maps are treated first because as with many next-generation games, the normal maps account for the biggest percentage of detail information for the model. For your creation to stand out, however, you will need a successful combination of all 3 types of maps. The flow diagram in Figure 1 represents the pipeline for texture production for the example that will be treated in this document. The example that will be shown is that of a creation of an armored vehicle texture. For the simplicity of the explanation,​ the object to be textured will be a 1x1m plane. This will let me focus more on the texturing side of the text. Before anything can start you should make sure your copy of Photoshop is equipped with the nVidia Normal Map Plug-in which can be downloaded for free [[http://​developer.nvidia.com/​object/​photoshop_dds_plugins.html|here]]. This plug-in allows to convert black and white height maps into normal maps. Some may choose to use an alternative like [[:​editing_tools#​image_editing|CrazyBump]]. The point is, just use whatever suits you best. Once you have the plug-in installed you are ready to begin. Normal map creation, diffuse map creation, specular map creation and finally application of the texture maps onto the model in Oxygen. Modeling or UV mapping is NOT treated here but can be learned through a bottomless pit of tutorials that can be found online. Normal maps are treated first because as with many next-generation games, the normal maps account for the biggest percentage of detail information for the model. For your creation to stand out, however, you will need a successful combination of all 3 types of maps. The flow diagram in Figure 1 represents the pipeline for texture production for the example that will be treated in this document. The example that will be shown is that of a creation of an armored vehicle texture. For the simplicity of the explanation,​ the object to be textured will be a 1x1m plane. This will let me focus more on the texturing side of the text. Before anything can start you should make sure your copy of Photoshop is equipped with the nVidia Normal Map Plug-in which can be downloaded for free [[http://​developer.nvidia.com/​object/​photoshop_dds_plugins.html|here]]. This plug-in allows to convert black and white height maps into normal maps. Some may choose to use an alternative like [[:​editing_tools#​image_editing|CrazyBump]]. The point is, just use whatever suits you best. Once you have the plug-in installed you are ready to begin.
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 ====== Normal Map ====== ====== Normal Map ======
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 You can see the Result in the bottom right picture on this page. Save it as a 32-bit TGA names textut_01_nohq.tga. As I said, I will come back to the normal map .psd once more before the end. You can see the Result in the bottom right picture on this page. Save it as a 32-bit TGA names textut_01_nohq.tga. As I said, I will come back to the normal map .psd once more before the end.
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 ====== Color Map (Diffuse) ====== ====== Color Map (Diffuse) ======
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 Done for now! Done for now!
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 ====== Addendum Normal Maps ====== ====== Addendum Normal Maps ======
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 3) When satisfied, lower the opacity to about 8% and repeat steps 15 through 17 from the Normal Maps section. Have a look on the next page for the result. 3) When satisfied, lower the opacity to about 8% and repeat steps 15 through 17 from the Normal Maps section. Have a look on the next page for the result.
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 ====== Specular Map ====== ====== Specular Map ======
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 This is it! All the 2D work is now done. If you check the flow chart on page 2 then you can see that an RVMAT file needs to be set up. The RVMAT file describes the material of the object. The normal and specular maps are defined here. This is it! All the 2D work is now done. If you check the flow chart on page 2 then you can see that an RVMAT file needs to be set up. The RVMAT file describes the material of the object. The normal and specular maps are defined here.
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 ====== RVMAT File ====== ====== RVMAT File ======
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 3) Save the text as textut.rvmat in the same folder. 3) Save the text as textut.rvmat in the same folder.
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 ====== Oxygen O2 ====== ====== Oxygen O2 ======
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 2) In the texture box locate textut_01_co.tga and in the Material box load up the textut.rvmat. Hit Apply and OK. The view in your bulldozer window should resemble something like the picture on the next page. 2) In the texture box locate textut_01_co.tga and in the Material box load up the textut.rvmat. Hit Apply and OK. The view in your bulldozer window should resemble something like the picture on the next page.
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 ====== Final Words ====== ====== Final Words ======
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 Cheers... Cheers...
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-====== Notes ====== 
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-This tutorial was posted here with Soul_Assassin'​s permissions. He originally posted it to BIS forums in [[http://​www.flashpoint1985.com/​cgi-bin/​ikonboard311/​ikonboard.cgi?;​act=ST;​f=76;​t=76251|this]] topic. Thank you for granting permission to host it here. 
arma/texturing/texturing_howto.1227027304.txt.gz ยท Last modified: 2008-11-18 16:55 by snakeman