Hey hey..
Is it possible to make new normal maps for rider gear? Would be great for the embossed logo look and material type..
Quote from: TheFatController on January 10, 2016, 02:10:34 PM
Hey hey..
Is it possible to make new normal maps for rider gear? Would be great for the embossed logo look and material type..
Adding "rider_n" to the paint should replace the default normal map.
Awesome! Thanks Pib!
Wow.. OK! Makes a huge difference to the look of the rider. Might not matter to some but it's going to be a massive help when skinning! Guess the same works for boots, gloves, helmet and bike? Will find out :D
Look at that embossed logo pop!! 8)
Will have to be careful, too much and it will look like a set of leathers. For testing I turned the whole skin into a normal with spec map, when actually skinning properly probably best to make a skin, then make a duplicate as a normal template only including shading ripples and the parts you want normals to enhance.
Thanks again!
(http://oi67.tinypic.com/beeji1.jpg)
Quote from: TheFatController on January 11, 2016, 04:27:54 PM
Look at that embossed logo pop!! 8)
Will have to be careful, too much and it will look like a set of leathers. For testing I turned the whole skin into a normal with spec map, when actually skinning properly probably best to make a skin, then make a duplicate as a normal template only including shading ripples and the parts you want normals to enhance.
Thanks again!
(http://oi67.tinypic.com/beeji1.jpg)
New norms! Schweeeeeeeet!
PiBoSo, this works great on rider and gloves, but tried it on boots and it doesn't work right.
I tried to remove normals completely by just adding a very low intensity normal map of a block colour boot with a plain black spec map in alpha channel but the original boot normal appears to remain.
Quote from: TheFatController on January 13, 2016, 08:16:39 PM
PiBoSo, this works great on rider and gloves, but tried it on boots and it doesn't work right.
I tried to remove normals completely by just adding a very low intensity normal map of a block colour boot with a plain black spec map in alpha channel but the original boot normal appears to remain.
Could you please check the name? It should be "boots_n".
Also, please check that the texture sizes are power of 2.
No prob, have checked. The normal map I made from the texture so it's exactly the same size, and is boots_n.tga. Attached images for reference. Thanks!
(http://oi64.tinypic.com/2vnkmxl.jpg)
(http://oi65.tinypic.com/2km2o8.jpg)
(http://oi64.tinypic.com/21dliky.jpg)
And just for peace of mind I tried making an intense normal with spec map and it shows just fine, just always seems to have the stock one underneath!
Quote from: PiBoSo on January 13, 2016, 09:30:15 PM
Quote from: TheFatController on January 13, 2016, 08:16:39 PM
PiBoSo, this works great on rider and gloves, but tried it on boots and it doesn't work right.
I tried to remove normals completely by just adding a very low intensity normal map of a block colour boot with a plain black spec map in alpha channel but the original boot normal appears to remain.
Could you please check the name? It should be "boots_n".
Also, please check that the texture sizes are power of 2.
been trying this too Piboso and im having the same issue.its clearly a problem with the model perhaps? any ideas?
Quote from: gdubmx on January 13, 2016, 09:48:32 PM
Quote from: PiBoSo on January 13, 2016, 09:30:15 PM
Quote from: TheFatController on January 13, 2016, 08:16:39 PM
PiBoSo, this works great on rider and gloves, but tried it on boots and it doesn't work right.
I tried to remove normals completely by just adding a very low intensity normal map of a block colour boot with a plain black spec map in alpha channel but the original boot normal appears to remain.
Could you please check the name? It should be "boots_n".
Also, please check that the texture sizes are power of 2.
been trying this too Piboso and im having the same issue.its clearly a problem with the model perhaps? any ideas?
Make a new rider model ;D
Heh... Thanks Def lol
Pib: Is there anything to this or Does it work fine for you? Possibly something I'm doing wrong? Would it help if I uploaded my paint?
Quote from: TheFatController on January 14, 2016, 10:39:28 AM
Pib: Is there anything to this or Does it work fine for you? Possibly something I'm doing wrong? Would it help if I uploaded my paint?
The issue is under investigation.
Hopefully it will be fixed in Beta4.
OK thanks pib :)
While on the subject, helmet_n.tga doesn't seem to apply at all.
Just letting you know - Hopefully can be fixed alongside the boots :)
Quote from: TheFatController on January 15, 2016, 11:11:51 PM
While on the subject, helmet_n.tga doesn't seem to apply at all.
Just letting you know - Hopefully can be fixed alongside the boots :)
There is no normal map on the stock helmet. Hence it cannot be changed.
Boots have been tested and boots_n is correctly replaced.
Are you doing something wrong or has the bug already been fixed in Beta4 thanks to other changes?
Quote from: PiBoSo on January 16, 2016, 02:17:01 PM
Quote from: TheFatController on January 15, 2016, 11:11:51 PM
While on the subject, helmet_n.tga doesn't seem to apply at all.
Just letting you know - Hopefully can be fixed alongside the boots :)
There is no normal map on the stock helmet. Hence it cannot be changed.
Boots have been tested and boots_n is correctly replaced.
Are you doing something wrong or has the bug already been fixed in Beta4 thanks to other changes?
Well, good to know on the subject of the helmet! Is there any way of removing the reflection? Would be useful for matte look.
As for the boots I'm pretty sure I've done everything right. I've done it with rider skin about 30 times trying to get the right level of normal and did exactly the same process with boots. Have also done it more than once with boots starting from scratch thinking it might be something I've done wrong.
Would it help if I uploaded my boot paint folder?
SOLVED!!!!!!!!!! Awesome..
It's the reflection map, which I didn't know existed.
boots_r.tga
Job done, case closed, thank you for your time :D
(http://oi68.tinypic.com/21b5hud.jpg)
Nice find Fats, pretty shocked that Piboso didn't solve this lol. Kudos mate
It was the lack of normals on the helmet that made me wonder! This whole normals / reflection map stuff is still mostly new to me..
Quote from: gdubmx on January 16, 2016, 05:15:59 PM
pretty shocked that Piboso didn't solve this lol.
Yeah sorry I forgot that reflection was a separate map :-[
No problem :)
How does it work for the helmet?
Quote from: TheFatController on January 18, 2016, 01:21:18 PM
How does it work for the helmet?
A map called helmet_s.tga controls both specular and reflection.
Thanks Snappe.. Much appreciated!
So 1 more question and then I promise I'll leave you guys alone for a while! ::)
Is it possible to change the colour of the goggle lens?
Quote from: TheFatController on January 18, 2016, 08:41:57 PM
Is it possible to change the colour of the goggle lens?
Confusingly it's called visor.tga :)
Don't worry at all about asking lots of questions, it's good to know so I can add all these things to the docs and to the new templates zip.
Good stuff! I guess it does the same job texture wise as the helmet visor in GPB.
Could we possibly also get UV unwrap templates for the face_parts textures and whatever texture the eyes area uses under the goggles? Not sure if rider face_parts is that important as a block colour does the job for neck, but helmet face_parts and whatever the one for eye area would be great :)
Thanks for taking the time!
hey guys, i'm sorry if the answer was in the forum but i'm not english and i don't understand all i read ^^ i just can't figure it out, how do i have to do my normal map to make a no shiny skin. mine look like a leather gear no matter what i do. help !!
(https://i.gyazo.com/28e2dc5452f4f7988bb89a6d887f876b.png)