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Fallout 4 normal maps editing/creating


MAL22

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Greetings,

I am currently attempting to modify the Protectron's diffuse and normal to remove the rust to make it look clean. However, the normal map appears to have embedded height information corresponding to the rust stains and I am having quite a lot of trouble with that.

What would be the most efficient/appropriate way to get a normal map that is smooth and doesn't have the "impurities" integrated into it to simulate the paint falling off and leaving rust behind?

I've installed the Intel DDS Plugin on Photoshop but I have read that manually editing a normal map is not the way to go. If so, then, how should I proceed? I've also tried to unwrap the meshes in 3DS Max 2016 to no avail. :sad:

Any help would be greatly appreciated, and as always, thank you.

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This may or may not be helpful but when using Gimp to make a normal map, use Filter>Map>Normal Map> Sobel 3x3. If there's a similar way to adjust the settings within Photoshop DDS plugin, either use Sobel 3x3 or play around with the preset settings until you get results to your liking. Good luck!

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Sometimes temporarily editing the original texture in a way to bump properly with a normal map filter may be necessary. Then again, there are other methods like Crazybump or online normal map generators but I haven't a clue as to their results since haven't used any of them.

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If you want a normal map that doesn't look like s***, you will need to take the Protectron model, and sculpt it in Mudbox or a similar program. That's the "simple" part, as you just sculpt in the ridges, bumps and scratches.

 

As for generating a normal map from the mesh, I swear there used to be tools dedicated to this, but I can't find 'em. How it works, is it takes the UV map of the high poly mesh (the sculpt), which has the same UV map as the low poly mesh (the original Protectron model), and punts out the vertex data into it.

 

And since the models already have the UV's unwrapped, it ought to be simple to bake a normal map. But it's hard to find actual instructions on it.

 

Edit: Found instructions for 3DS max: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-768406A7-D9B3-44A7-AFF9-637BD3D40DCF-htm.html

Edited by FiftyTifty
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Manual edditing is possible ,but it takes time and the result can be far from perfect... depends on the original map, the amount of rust and your patience. I removed scratches and holes from the white workshop chair manually using photoshop stamp tool for copying nearby clear areas. Was not very accurate work, but I did not want the chair to look new, just not so damaged. It`s a typical photo restoration method, but works for normal and specular maps. Just if you edit a normal map, you also have to edit the specular map, as they work together to immitate the volume.

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By the way, there are different Protectron textures in game. Some are rusty and some are cleaner. This is the editor id of omod file: botcol_Property_CleanColors that is used for clean green protectron.

Maybe you can find what your need without editting.

Edited by kitcat81
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