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Post by ramboroar on Apr 24, 2022 12:55:15 GMT -5
Hi, I'm in desperate need of help :( I've been trying to figure out the RGBA Specular maps for custom content objects and I cannot get them to do what I want them to do. I've looked at these tutorials: sims4studio.com/thread/23520/working-on-specular-map-simssims4studio.com/thread/1617/create-rgb-specular-objectsSyboulette's Full Guide to Specular Maps: along with many others, and it still isn't making sense to me. I think Syboulette's tutorial is great but I'm having a hard time translating what she does in Photoshop to Gimp; I think I've figured it out but I'm not sure because I still can't get the specular maps right. Every thing I make is super shiny in game and I can't get rid of the shine! Here is an end table I made recently: Package File: drive.google.com/file/d/1eBMIpckEUiiwEeAAJZjSUvZ100lof6d2/view?usp=sharingBlend File: drive.google.com/file/d/1jqF3IZclvLoCmYJfeIBlwWp6ojcVHqNF/view?usp=sharingPhoto of object in game: drive.google.com/file/d/1XxtJ6WxE9pZ24SpmrlP_8ZiPYeoEGV9r/view?usp=sharingThe marble portion is super shiny and I'd prefer it to be more matte, but I can't figure out how to make it matte! I've tried all sorts of color combinations in the RGBA Specular Maps and all I've been able to do is make it more shiny :upset Any help would be greatly appreciated! Especially if it's a tutorial specifically using Gimp...I've tried messing around with the RGBA Channels themselves as well as Decomposing my baked image into RGBA layers (after making it greyscale), messing around with the intensities of each in layer form, and then Composing it back into an image with RGBA channels. I then save it as a .dds file using BC3/DXT5 Compression with generated mipmaps because I saw somebody say to do that somewhere lol. Helpp
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Post by ramboroar on Apr 25, 2022 0:58:40 GMT -5
So I'm still not 100% on Spectral maps, but I fixed my end tables! The answer was blue. Having no red or green, and only blue on the marble portion of my spectral map made them matte in game Incase anybody else is having this issue, the thing that's helping me is looking at Spectral maps of the items already in game and seeing how their maps are colored then looking at the item in game.
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Post by qolygonal on Apr 25, 2022 2:02:34 GMT -5
First things first, you swapped your normal and specular maps in the Warehouse. Specular MapThe second and third tutorials are incorrect, unlike Littledica's. This thing will help you. I edit the RGBA channels individually. For example, R:20 G:5 B:80 A:40 Then I edit my diffuse texture or create new ones for the Green and Alpha channels, and fill the Red and Blue channels with solid colors. For example, this prop has two materials: | | = | | + | | + | | + | | Diffuse | RGBA Specular | | Red | | Green | | Blue | | Alpha |
Normal MapWhen you create a normal map from a diffuse map, you get a lot of extraneous/incorrect information. This post explains it. | | | Diffuse only | W/ your normal map | W/o your normal map |
It's fine if it's your creative decision, but don't do it just to fill an empty slot. MeshCheck your mesh and mark edges as sharp where needed. Then add an Edge Split modifier with Sharp Edges enabled.
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Post by ramboroar on Apr 27, 2022 16:03:08 GMT -5
Thank you so much for your reply!! Sorry mine is a little late. I've been reading the articles you linked, learning the reflection emulator created by Littledica, and playing around with my spectral maps...I was hoping to get to a point where it all worked and made sense...but I feel like I have even more questions now :-S In your example you said you used R:20 G:5 B:80 A:40, I'm not sure what those numbers mean...for the Alpha channel I assume 40 means 40% opacity, but I'm not sure what the other numbers mean. I know that each color channel can have a value up to 255...so is that what your example is using? Like red is 20 out of 255? And how do I change those values in Gimp? I know about the various color tools and how to change things up, but I'm not sure how to change those values exactly. Next, you mention creating new diffuse textures for the green and alpha channels, and in the post you linked it talks about editing your diffuse texture before creating your normal map so your details protrude properly and you don't get all the extra noise. Does that mean going in and manually editing the diffuse texture with like a clone tool or something to erase certain areas and such, or is there a separate tool/plugin that does that? Or...something? Are normal maps still created where you put your edited diffuse texture in grey scale, then create it as a normal map, then copy your green channel into the alpha and the red channel into the green and blue? Sorry for all the questions...I thought I understood this a lot better than I actually do lol! And thank you for all the help
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Post by ramboroar on Apr 27, 2022 16:04:12 GMT -5
....I have no idea why I keep calling specular maps spectral maps....ignore that
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Post by ramboroar on Apr 27, 2022 16:37:59 GMT -5
Okay...So I found that when I take a hex number (Like 0B34FF which is LittleDica's example of a realistic matte) and plug that into Gimp, it gives me the RGB values to the right of the color picker.
For that hex number the values were R:11 G:52 B:255.
Can I then create the correct shade of red by doing R:11 G:0 B:0 then using the paint bucket to fill in the correct area with that color? Then for Blue it would be R:0 G:0 B:255?
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Post by qolygonal on Apr 28, 2022 12:18:28 GMT -5
I mean a 0 to 1.0 scale (or 0% to 100%). I always use the RGB values instead of the color wheel. Thus, I pick the roughness and strength/intensity separately. Then: a) if I use RGB values I convert them from linear to sRGB ( 1); b) if I use Hex values I split channels into layers. Anyway, I create layers for each channel and choose one channel to blend in Blending Options. I'm not familiar with GIMP so Google is your best friend (e.g., 1, 2, 3). For those who use PS, I recommend you to set these settings in Color Settings:
- RGB: sRGB IEC61966-2.1
- Gray: Gray Gamma 2.2
- Disable Use Dither
Also, you can import your mesh into that scene and edit your specular map there. Something like that. How you create normal maps is up to you. I do NOT recommend using any guides created by simmers. I recommend finding thematic forums and reading as much information as possible. Start with any YT video like "blender normal map" or "game assets". Here are some guides for different levels: 1, 2, 3, 4, 5, 6.
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Post by ramboroar on May 15, 2022 1:26:12 GMT -5
I don't currently have the stuff from the previous project, but I'm trying to make a specular map using your advice for this coffee table... Here is how the specular map currently looksThe Blender FileThe Package FileI'm not sure how to blend the R & B channels...I tried using Multiply on all the Red channels, but that for the most part turned everything black/really dark. I tried other modes but none of them seemed to actually blend the colors of the two channels...am I supposed to change the opacity of the Red channel? I'm also not sure what to do with the green channel...I did something, I'm just not sure if it's right haha. Sorry again for the really late reply, I get frustrated with the specular maps and end up having to take a break :-[
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