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Decrease light reflex in a normal map


Wolfstorm

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Is there a text tutorial in the internet on how to make a normal map?

 

I'm having a issue with custom textures. When the sky is open and the sun is bright, the texture reflects a lot of light:

 

HT0W9Cw.png

 

If I remove the normal in the CK, the brightness increases ever more, and you cant see any detail of the texture:

 

hxs28km.png

 

I tried to follow this tutorial https://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP and put both the diffuse and specular colors as black, thinking this would decrease the reflection. However, when I got in the game (after I put the normal back in the CK) it showed the same results as if the normal was not there at all.

 

How to decrease the lighting in a way the texture will be visible? What would be the correct value to manipulate here?

 

Thanks in advance.

Edited by Wolfstorm
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I think I solved the issue through experimentation! However, I will let the thread open in case someone more experienced have a better suggestion.

 

This is 4 channel, with height source as average RGB and this height set as the alpha channel:

 

LSkECwk.jpg

 

This is Prewitt 3x3, with same values:

 

wRH59MW.jpg

 

And this is Prewitt 5x5, notice how the brightness decreased:

 

X5AMqM4.jpg

 

I also tried Prewitt 5x5 with the alpha channel unchanged:

 

XYuj8KY.jpg

 

And this is Prewitt 5x5 with the alpha channel set as the height source:

 

6rxGUIT.jpg

 

I also tested Sobel, which have less contrast. This is Sobel 3x3:

 

lgjQNtd.jpg

 

And this is Sobel 5x5, which turned the texture grey:

 

QhQHkxr.jpg

 

 

I'm going to stick with Prewitt 5x5 for now. If anyone know a better alternative, let me know.

Edited by Wolfstorm
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There are a couple of ways to do it. If you want to put the specular map into the normal, there is a video tutorial in this thread. I don't know of a text tutorial for this method.

 

https://forums.nexusmods.com/index.php?/topic/8000808-normal-map-specular-information-in-alpha-channel-gimp/

 

 

 

Prior to finding this video, what I was doing is spelled out in this thread. It's simple and effective, but I don't think it gives the same attention to the shiny/dull surfaces.

 

https://forums.nexusmods.com/index.php?/topic/6713277-regarding-normal-mps-please-help-me/

 

 

The sobel and prewitt setting you're testing are going to affect the amount of visible texture that is on the item, whether it appears embossed or punched, or whether it looks like a woven shirt or a sweater. In the first method, the shine comes from the specular map that you're adding into the normal. In the second, the shine comes from the partial-strength erasing at the end. If you're comfortable using a video tutorial instead of text, I would encourage you to try the specular map. It gives you something much nicer. (Don't be afraid to pause it between steps. That's what I did when I first found it.)

Edited by thumbincubation
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