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Graphic issue


WyvernADR

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I would recommend to open each new DDS file once again in Gimp/Photoshop...if this mess is already in the saved DDS you possibly saved it with the wrong settings.

 

What do you mean with Gimp/Photoshop? By the way the ebonysword.dds is the file where everything start, so after retex ebonysword.dds, I "create" the normal maps by removing the saturation and accentuating the contrast and that's it. Is this process wrong?

 

Best Regards

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Yes this is wrong, you create the metal reflection map (WEAPONNAME_m.dds) by reducing the saturation, the normal map (WEAPONNAME_n.dds) is generated from the diffuse map (WEAPONNAME.dds) using the Nvidia DDS plugin.

 

Check out my signature tutorial part 2, somwhere after 5:00 i'm talking 'bout the dds maps.

Edited by ghosu
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What do you mean with Gimp/Photoshop? By the way the ebonysword.dds is the file where everything start, so after retex ebonysword.dds, I "create" the normal maps by removing the saturation and accentuating the contrast and that's it. Is this process wrong?

Wait, so you used the actual texture for your normal map? Normal maps should look like this:

http://4.bp.blogspot.com/-24DpxYXZyuw/TfuSo6fT6DI/AAAAAAAAANE/_dx3_GRo_Wo/s1600/normal%2Bmap.jpg

Unless you're a professional CGI Artist, creating a normal map from a texture requires the use of specific 3rd party software. The best are programs like nDo2 and crazybump, though you should have the standard NVidia photoshop plugin installed as well. Ideally however, you'll want to create normal maps by baking the associated mesh from inside a program like Blender or 3DS Max. For now though, you're best bet is to get a hold of normal mapping software that will create one for you based off a supplied height map.

 

One more thing:

-It's not a good idea to create your normal maps using the final dds file, especially one that has already been compressed down to a DXT1/3/5 standard. It's always best to generate a normal map from the texture that is uncompressed and has a high resolution. Normal maps give the associated object significant detail, as the base mesh will likely have a very smooth surface so that the game doesn't have to render minute details in 3-d. Generating a normal map from a dds file is not likely to generate much detail at all, and is likely to produce very poor results.

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Yes this is wrong, you create the metal reflection map (WEAPONNAME_m.dds) by reducing the saturation, the normal map (WEAPONNAME_n.dds) is generated from the diffuse map (WEAPONNAME.dds) using the Nvidia DDS plugin.

 

Check out my signature tutorial part 2, somwhere after 5:00 i'm talking 'bout the dds maps.

 

Yeah It works!! :D many thanks guy here's my work

 

 

 

Best Regards

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