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Substance alchemist add normal map filter12/18/2023 ![]() ![]() I'm fairly lazy, so I don't change any of the settings on the popup. That program comes with a very basic seamless texture function located under Filters > Map > Tile Seamless. ![]() There are many ways to do that, but I choose to use GIMP. If you're not just using the center of the texture, or working with UV island maps (for character or placeable units), you will probably want a seamless texture. Let's turn the above image into a basic 512x512 texture by clipping out the center portion. For Crumbling Crypt, I'm just doing 512x512 and 512x1024 images. Each side of an image should be one of those numbers, but it does not have to be the same number. Compatible images are power of 2 (as in 2^n) values such as 16, 32, 64, 128, 256, 512, 1024, and reasonably up to 4096. Before you do much more, you also want to make sure the image is in the maximum scale you will be using (in your final DDS) and at a size that is fully compatible with NWN. The first thing you want to do is clip out the portion you want. In general, you can start with any day-lit image though. What it can't do is work very well with waxy images, or images with multiple strong light sources. However, ShaderMap can certainly work with shadowed images. If you want to try it out, you can get a copy at Getting startedįor best results, you want to start with a texture without shadowing, but with contours. For the stuff I'm making for the upcoming Crumbling Crypt tileset, I'm using a combination of tools, including ShaderMap4. ![]()
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