Dachindae Posted December 13, 2015 Share Posted December 13, 2015 (edited) I'm making my first texture mod since they seem fun to make. I had been looking at Jimhsu's detailed deathclaws texture mod and they had a link to a youtube video that was supposed to help with normal maps, but the video doesn't exist anymore and I can't seem to find a good one. I'm just having an issue keeping the regular normal map, and then adding my texture details to it so it doesn't go flat, but still keeping the detail of my texture. so I seem to have figured it out for the most part, I just need a little help with making it not as shiny? Does that have to do with the Specular map? I'm not sure what file format to save a spec map as. I'm using Photoshop CS6 (regular, not essentials) with the plugin. Images of my retexture [uPDATED] Edited December 13, 2015 by Dachindae Link to comment Share on other sites More sharing options...
Dachindae Posted December 13, 2015 Author Share Posted December 13, 2015 I seem to have mostly figured out the normal maps thing, I just need a little help with making them less... shiny, if I can Any critique or suggestions are welcome, I'm brand new to this so I could use any tips or tricks I can get. tried my hand at the glowing one too Link to comment Share on other sites More sharing options...
koojinn Posted December 13, 2015 Share Posted December 13, 2015 (edited) Look for the file that ends with _s (specular/shiny). This usually controls the reflection. Black = no shine.. white = shine. Make a copy of the _s file and test it out. Some files don't use the _s and the shine is mostly if not fully controlled by the normal map ( _n ) For the normal map it's the same, black for flat.... white for shiny. -I save spec maps as DXT 1. Edited December 13, 2015 by koojinn Link to comment Share on other sites More sharing options...
mm137 Posted December 14, 2015 Share Posted December 14, 2015 Yeah just darken the parts of the spec map you don't want shiny. Any full white will be metallic looking, so think in shades of grey for most of it. Link to comment Share on other sites More sharing options...
Dachindae Posted December 14, 2015 Author Share Posted December 14, 2015 Thank you both! This helped me quite a bit.Also messing with an alpha channel in the spec map helped a ton with the shiny. Here's the ones I worked on today, Albino gets released from it's gross pepto-bismol heck and gets based more off of what a real albino reptile looks like [still tweaking it]. Savage looks more savage. Link to comment Share on other sites More sharing options...
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