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Normal Mapping (Time to unfold this bad boy)


BBourbon

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Really? I find that a little hard to believe based on the rave reviews of higher-end software like that and the fact that MindTex2 is slightly cumbersome at times with regard to a couple of quality-of-life features I'd expect to be there. However, I can say that for the money I am shocked by how incredibly useful it's been over the past few years for me. And who knows, maybe the algorithms for the actual image processing are better. Either way, I don't feel a need to 'upgrade' whatsoever. I'm happy with it.

 

My main QOL complaints are that your image must be a square (I just add black bars on the top and bottom or the sides before pasting it into MT2, but it's a little annoying) and you can't save preferences for a default model to use for displaying the texture. It does a cylinder by default and I have to navigate through a couple of things to make it use a cube, which is almost always what I want to test with. Can't really complain besides that, though. Great software and price.

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I was looking into it and this person seems to have a decent list of what GIMP can do that Photoshop can't:

https://forums.adobe.com/message/10104822#10104822

 

It seems that the major strength of GIMP is its plug-ins. Supposedly, according to GIMP fans, it ships with the bare minimum but if you want anything else, it's almost certainly available in the form of a plug-in.

 

Many people say Photoshop can do more, and most of them say that the majority wouldn't need to use the 'more' that Photoshop has to offer, whilst others say the misconception is that they're comparing the software to a GIMP that has no installed plug-ins. From what I can infer, I think that people are trying to say that PS may be necessary if you want to do professional-grade printing, but for digital image editing, GIMP has enough plug-ins to do what you would do with PS (and some users claim it can do more).

 

Best thing to do if you're really interested would be to test it and browse the plug-ins, being free software and all.

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I'll speak for myself.
I've been using PS CS2 for more than 10 years with satisfaction, mainly for texturing, I'm pretty used to it now. I had all the free filters & extra tools I needed.
I had the opportunity to try higher version (CS4) but it wasn't worth the money for my simple needs. Great tool for more professional use, though.

I gave several try on Gimp but it was more frustrating than anything because even if it looked similar the logic and workflow was quite different and I felt I had to (re)learn everything.
There's a huge library of plug-ins that can extent the program and it would take me months to try them and see if they can be of any use to me.

I gave a shot to Paint.net, it was quite intuitive to use but I still preferred my old CS2 because it's hard to change habits. Paint.net is a bit simpler but quite sturdy.
Lately, I've been working on very large texture (8196²)and CS2 choked when trying to save as .dds. (could be due to my computer reaching it's limits.)
Paint.net did the job on saving without problem.

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Hey, nice thread. I "dont know" how to do the normal. This is what I do, in PS.

 

(Mine is PT-BR)

 

Firts, I choose this option in the middle (middle is a good choice lol)

 

Then I just put some random values in the second step. Sometimes looks good, sometimes dont.

 

civFjTS.png

https://i.imgur.com/civFjTS.png

 

Then after save, I open the file with DXTBmp and then I save in DDS DXT1 (no alpha).

 

Good tip this one, to save in DXT5, gonna try later. And if you guys have more tips, such as the best values in step 2, I'll be grateful.

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DXT1 has no alpha, so that means your model uses no specular data from the normal map (the normal map's alpha channel acts as the spec map in this game), which could have undesirable results. Likewise, if you don't know how to do specular maps and how that works in this engine, you can get some undesirable results by having a spec map.

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