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Post by StellarElite on Mar 16, 2020 22:44:08 GMT -5
Exactly what the title says. I'm making a pair of sunglasses and they did not have a normal/bump. I want to add one is this possible? I've just gone through about 5 pages of google search and dug through a few tutorials in the master list and am thinking the answer is no but I figured I'd ask before giving up and drawing it on the texture :/
Thanks.
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Post by MizoreYukii on Mar 16, 2020 23:45:36 GMT -5
I think you can, but you'll have to manually add it through the warehouse if it's possible. Unfortunately I do not know where the file references for these files are at, so you'll have to dig. I imagine they are referenced in the Model LOD.
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Post by Feyona on Mar 17, 2020 0:16:25 GMT -5
You can make it with DDS plugin or by using any software that creates normal map, for example Njob. Your biggest challenge will be to figure out a propper size for it. For example bump map of clothes is 1024x1024 (doesn't need to be doubled for HQ settings), but hats NM has to be 512x256 and has to have only texture from hat area. I would recommend cropping it to 1024x1024 first, then 1024x512 and see if it works. And for checking I would recommend importing a plain swatch, this way you will be able to see is NM is for sure working. For example this is how one of my earrings with this plain texture look in Studio (Studio doesn't read normal map) (on the right ), and on the left how they look in the game. It is difficult to see it with the real texture.
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Post by StellarElite on Mar 17, 2020 11:52:43 GMT -5
Yeah I made one in njob I just can't get it to show up in game. Is it just a matter of importing it through the texture tab like a specular? No other warehouse work?
It's good to know studio doesn't show it so I have to go in game. I will try shrinking it down thanks.
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Post by StellarElite on Mar 17, 2020 13:03:13 GMT -5
Tried 1024x1024 and 512x512 but couldn't get anything to show up. Tried it on the original glasses I cloned as well no dice. I've been on this particular very small accessory for over a week now so I suppose I'll just be painting it in manually to get it finished already. Too bad I used the method from Tea 'n Moon's tutorial for a set of paintings I did and it worked so well. This is why I don't do CAS items lol. Thanks anyway.
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Post by MizoreYukii on Mar 17, 2020 14:12:16 GMT -5
Oh, I just glanced through a random CAS item, Normal Maps seem to be referenced in the CASPart Resource. Not sure if you tried this already, but once you import the normal map you made, go there, scroll down (it's about halfway) and input the Group, Type, and Instance of the NM. Do this for each CASPart. Hope that helps!
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Post by StellarElite on Mar 17, 2020 14:53:57 GMT -5
I noticed that as well when you upload a normal in the texture/studio tab, then it populates those fields in the normal map section of CASpart. But the group, instance, and type are already populated with numbers so what am I supposed to be inputting? Each CASpart has the same numbers in the group, instance, and type fields. I honestly feel like this might be just one of those dumb things. I looked at all the existing glasses and some cc glasses and they all hand painted shadow/highlight directly onto the diffuse itself no normals to be found. I also noticed their uvmaps were super simple rectangles that makes hand painting really simple which I cannot figure out. I assume this is something blender maybe can't do: EA UVMAP: CC UVMAP: MY UVMAP: I've tried all the unwrap options in blender but none of them do this type of map they all give me a map of the shape I've made that is complex and really hard to hand paint and I have a cintiq and wacom tablet lol. I know I'm going off on a tangent here but I really do research and try really really hard to figure this stuff out and this is the hardest thing I've ever come across. Everything has gone wrong like ten thousand times and I've remodelled, retopologized, remapped, repainted over and over and over and over and I just want to throw it out but they actually look really good in game I've got so close. This is the second attempt too I started this last fall and scrapped it when I couldn't figure out how to wrap the mesh around the head properly. Sigh anyway mini rant over I appreciate the help though thank you both
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Post by Feyona on Mar 17, 2020 23:26:03 GMT -5
Oh, I just glanced through a random CAS item, Normal Maps seem to be referenced in the CASPart Resource. Not sure if you tried this already, but once you import the normal map you made, go there, scroll down (it's about halfway) and input the Group, Type, and Instance of the NM. Do this for each CASPart. Hope that helps! Normal map doesn't need to be added to CAS part resource. Entire information about normal map is tied to geom resources. No need to do anything with CAS parts. StellarElite don't touch cas parts, they do not need to be edited in this case. Just experiment with different sizes and crops of normal map. This is the only thing that matters. Try making 1024x2048 NM. This is the size for NM for the earrings.
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