Please ask your basic (newbie) questions in here. - by scumble
massimilianogoi on 2/12/2008 at 19:55
Quote Posted by ShadowSneaker
Since there is a dds plugin for Max and the tutorial on Fleshworks links you to it I assumed it was necessary to install it. I will do as you say and if it doesn't work out then I will look at Gimp.
Thanks Judith.
SS
I advise to use Photoshop to create and manage DDS, and play with that Crazybump for the normal maps.
ShadowSneaker on 3/12/2008 at 03:31
I just installed Gimp and it does not support .dds file extension...
Do you use Crazybump, mass?
SS
Judith on 3/12/2008 at 09:48
Ah, sorry Shadow, I forgot that you have to download those as a separate plugins :) Crazybump is not a free software, so you can use it for a limited period of time only. Besides it's really useful to learn to make normals on your own, it takes more time but you have better control over your work. There are no general rules at some point, and you need to decide how to process your diffuse or normal image to achieve the desired effect. Dark bricks with white brickwork between are typical example - they're always interpreted in a wrong way by normalmap filters, plugins or any other automated programs.
massimilianogoi on 3/12/2008 at 12:58
Quote Posted by ShadowSneaker
I just installed Gimp and it does not support .dds file extension...
Do you use Crazybump, mass?
SS
Yes! :thumb: But for the cheap textures, as something of metallic and not too relevant, I use just the normal exportation of the DDS Photoshop plugins. That's not so bad..
ShadowSneaker on 3/12/2008 at 13:30
Thanks for the links Abru.
So Crazybump is not necessarily better than making your own normal maps, Judith? I was thinking of getting it but will stick with making my own normals for now.
SS
Judith on 3/12/2008 at 14:38
Shadow - I suggest you read tutorial about making normalmaps at (
http://www.cgtextures.com/) I don't use that many layers, actually never needed more like 15-16. Besides, there's an important part missing here. <strike>This guy is making normalmap from colored diffuse texture, which is a basic mistake (you should create a heightmap first and then use the normalmap filter).</strike> Oh, looks like he changed this tutorial a bit, he uses the heightmap now ;)
ShadowSneaker on 3/12/2008 at 16:00
Thanks, I assumed all I had to do was run it through the filter once and turn the scale up.
SS
Judith on 3/12/2008 at 19:33
Quote Posted by ShadowSneaker
Thanks, I assumed all I had to do was run it through the filter once and turn the scale up.
SS
I believe I did such comparison before, but here, this is the normalmap preview in gimp:
(
http://farm4.static.flickr.com/3068/3080733860_e9ddae2e6a_b.jpg)
On the left you got the single pass, on the right - multi-pass.
nateurnal on 4/12/2008 at 22:29
I made a custom AI thief per ShadowSneakers fleshworks article and wondered how to set whether the AI is viewed as a threat by other AIs. Seems to me that a thief should be attacked by guards especially when entering a guarded residence. I'm sure it's a basic property that i'm missing.
On a different subject: Has anyone had trouble with door frames creating invisible walls?:weird: Several (not all) of my frames don't let anything through. Is there a fix for that?