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Author Topic: Sword Art Online Fatal Bullet  (Read 5036 times)
X3D
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« Reply #60 on: August 10, 2018, 10:20 »

NamekianMemeDealer - Using Gimp you open CV texture, select Colors/Components/Decompose - Choose RGBA

In Layers Tab hide/unhide to save out the Masks separately.

Do this for MSRA too.

Depending on what 3D software you use some of these textures are not required.
« Last Edit: August 10, 2018, 10:28 by X3D » Logged
roughbottom
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« Reply #61 on: August 11, 2018, 00:33 »

I've never used gimp and only learned some photoshop a couple weeks ago. Don't know if gimp can do the same stuff but i'm sure it can do at least 80% of what photoshop can do. Basically, I took the CV texture and saw where on the model it was Red, Green, or Blue. Then I looked at the colors from the model i was trying to replicate. So say where all the red that was on the model is a white shirt for the character in game. I would erase red from the image and replace it with white. Or if the shoes of the model were blue on the CV texture and they were actual a brown colour in game I would try to make that blue area on the CV texture brown. After changing the colors to my liking I would bring in the diffuse texture and make it the first layer then hit the "multiply" option above those layers. It will probably say normal at first. The multiply option I believe makes lighter colors more transparent and shows the layer underneath. So basically the detail from the diffuse texture "bleeds" onto the new properly coloured CV texture you just made. After that, just save the photo and use that as your new texture for whatever you were modifying.

Again I have little knowledge as well about this stuff and there are probably easier or quicker methods, but this gave me pretty good result that I'm happy with. They look especially good on weapons after you throw on that normal map for more detail.

I just wish I can get the right shader or material to really make it look like in-game characters Smiley

Gimp can do that that you mention, it on par with PS now aside from a few things.

Also UE4 materials are very complex, if you look at the picture I posted above, that is what's used to make the Death Gun's characters look (has well has other characters and their materials), note the list in that only shows the main textures and parameters used to get the final result, what it doesn't show is UE4's lerps, multiples, and numerous other UE4 material nodes connected to each of them in the master material that is also connected to, if you want to see a scale of what it's like to make a material like that, check out Paragon Assets from the unreal marketplace and you will see (very similar setup's).
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Wow, I did not think there was that much more complexity to it. In the files, I see a fair amount of materials. From what I can tell they are MAT files for 3dsmax, but when i try to open them in through the file directory I get an error. When I try to import the material into a scene I see it pop up, but it looks no different from any other material in the material editor. Also, I don't know if it applied it to the mesh I wanted or just put it into the material editor only. Also does anyone know I can reduce the file size of photos? Every time I try to post a screenshot on here it says its too big.
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X3D
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« Reply #62 on: August 12, 2018, 10:08 »

roughbottom, I think you are probably trying to place the .mat file from the material folder?

The .mat file can be opened with notepad, it lists the textures required for the mesh.

I generally batch convert all TGA files to PNG using FREE xnConvert, because certain programs I use do not function with TGA.

 
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roughbottom
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« Reply #63 on: August 13, 2018, 06:35 »

oh wow, so batch converting just changes the picture format then?
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Blenux
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« Reply #64 on: August 13, 2018, 09:40 »

I use Sagethumbs myself, integrates into windows right click shell menu.
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