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 PostPosted: 05 Apr, 2010 
 

Joined: 26 Mar, 2010
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Hello guys, I have read THIS thread, but I find some difficulties understanding what i HAVE to do, to create the three texture maps, i have experience in modeling and texturing, and I'm modeling/texturing units for several mods but not for Supreme Commander, in most of the games I've put models into only a normal ("Diffuse Color") map was required !
So if someone can explain to me what exactly it is needed (and not what are these maps) then i would be really pleased ;)


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 PostPosted: 05 Apr, 2010 
 
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First I suggest you read the RULES to found out why exactly I've split off your post, once you've got it figured out please don't do it again.

I'm not entirely sure what there is to not understand, theres 3 textures, Albedo, Specteam and NormalTS. The SC1/FA Texturing Guide is pretty clear on what each one does;

Maybe you can be a bit more clear on what your not understanding? Also have you looked at some of the stock textures to try and understand them?

Mike

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 PostPosted: 05 Apr, 2010 
 

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I have seen stock textures, and i understood them, but I've seen only Albedo...
Now what i can is:
For a Cybran unit lets say, do i NEED to create the other two texture maps, or it is not needed ?
And if it is needed, WHAT should be in this map ?

"yellow = (red + green) shiny and reflective, good for metal" adding red TO WHAT ?
how is this map applied and where ?
is it applied behind the normal map ? is it applied above the normal map ?


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 PostPosted: 05 Apr, 2010 
 
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taramas wrote:
I have seen stock textures, and i understood them, but I've seen only Albedo...

Look at ALL the textures, not just albedo....
Now what i can is:
For a Cybran unit lets say, do i NEED to create the other two texture maps, or it is not needed ?[/quote]
Technically no you don't really need them, but with all the stuff the specteam does for example your units would look bland and uninteresting comapred to stock or other custom units.

taramas wrote:
"yellow = (red + green) shiny and reflective, good for metal" adding red TO WHAT ?

Now your just confusing yourself. When using a Specteam you just slap on teh color for whatever effect where you want it to show up on your unit. Want your headlights to glow? Throw down some Blue, as in the color blue.

taramas wrote:
how is this map applied and where ?

I don't get this, you mean like how is it applied to the model? All 3 map types use the same set of UVs.

taramas wrote:
is it applied behind the normal map ? is it applied above the normal map ?

Your asking about something for the Spec team, why are ytou talking about the NormalTS

I suggest you go back, look at all the different textures types for a given unit and then start experimenting, especially with the Specteam.

Mike?

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 PostPosted: 05 Apr, 2010 
 
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Hey there! The other textures besides the albedo (meaning the diffuse) are not too hard to understand really, when you take just one thing at a time. You have read the guide carefully? Good.

Hopefully you understand the concept of using color as just a value information. The SpecTeam is just a map of values that are stored as colors. Scan the map with the color picker tool and look at the RGB value, or better yet split the image into R/G/B images. You should notice how the red, green and blue are just a combination of greyscale values that tell the game how a spot on the texture should use reflective, specular or self illuminating effects! And all this info is available on the texture guide.

The normal map is just a tangent space normal split into two greyscale channels, and is completely independend of the other two maps.

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 PostPosted: 06 Apr, 2010 
 

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Finally i got my hands on a SpecTeam map..... yeah i got what i needed, and it was just as i expected it is the diffuse map painted all over with a specific color....
That's what i was asking.....
I don't know if you didn't got it until now, but i was asking if i have to paint the diffuse (normal map) with a specific color to create the SpecTeam map, or i had to create a complete new one !


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