Ali Fish Posted May 10, 2012 Posted May 10, 2012 (edited) This is not how to edit the specular shaders. you have your file flattened, you need to unflatten and edit by single channel. It's simple really. It's a bmp that when its greener the more dull it is. The magneta (pink) is shiny or the chrome effect. Now its a matter a choosing the base color for your skin. See attachments... and this is not how to edit specular texture either ! (mind you it could work, thats how i used to deal with multi channel texture shaders before learning multi channel) http://youtu.be/rUl6XlvRgwk Another thing I forgot to mention as aircraft textures typically look better once in the air verses on the ground. Bare metal tends to look more dull and blush than airborne for whatever reason. ok so to proceed. next to layers in PS goto channels tab. and work on only 1 of the 4 channels available (not RGB) then it will reveal a greyscale image that you work on 1 seperate texture per channel. these green and pinks arrive due to the visual blend of viewing the RGB (all channels) only. each R, G, B channel is treated and is an individual and read individually by the game engine. hope that makes some sense and only via this method can you actually create what you see in post #3. Edited May 10, 2012 by Ali Fish [sIGPIC][/sIGPIC]
Zomba Posted May 10, 2012 Posted May 10, 2012 I realise they are multichannel maps, but I was trying to keep the workflow as simple as possible for those that are new to this. Consolidated channel editing in RGB is fine for this sort of level of mapping. Have you ever tried to walk someone through the process of multichannel spec editing who has never done anything even remotely approaching that level of editing? It's not fun and I found it tends to put people off a process that can be quite fun to do. I don't test for bugs, but when I do I do it in production.
Ali Fish Posted May 10, 2012 Posted May 10, 2012 (edited) ok. but lets not do things by halves. people who cant multi channel texture should stay away from these shaders untill they learn a bit about it. I cant actually comprehend how you could edit the textures that way anyway and i just wanted to illustrate that whats been stated here was incorrect...... anyway i really like your style in the vids and do think a multi channel tutorial would be just excellent for folks, please consider. i can offer all my help if necessary. I realise they are multichannel maps, but I was trying to keep the workflow as simple as possible for those that are new to this. Consolidated channel editing in RGB is fine for this sort of level of mapping. Have you ever tried to walk someone through the process of multichannel spec editing who has never done anything even remotely approaching that level of editing? It's not fun and I found it tends to put people off a process that can be quite fun to do. Edited May 10, 2012 by Ali Fish [sIGPIC][/sIGPIC]
Zomba Posted May 10, 2012 Posted May 10, 2012 Unfortunately people don't learn that way. You don't do a PhD before a Masters, you don't run before you walk, you can't expect to win the Formula One before you learn to drive. Treating a spec map as a colour gradient is the easiest way to grasp how it applies to the engine. The method works, it's very fast, the engine processes it with workable results if all you want to do is add a uniform spec to a texture. Going through the tedious process of working out multiple levels of specular shine for a surface isn't the sort of thing that would tend to excite someone new to this to stick at texture mapping. It's not an elite and exclusive club. If someone wants to have a go at it then they should just go ahead and dive straight in with a few simple pointers to get them going. I don't test for bugs, but when I do I do it in production.
G-Lock91 Posted May 10, 2012 Posted May 10, 2012 It's like a foreign language, what you two are speaking :helpsmilie::) [sIGPIC][/sIGPIC] "If they can make penicillin out of moldy bread, they can certainly make something out of you" -Muhammad Ali WIN 7 64-bit SP1 | AMD Phenom II X4 955 | 8.0 GB RAM | NVidia GeForce GTX 550Ti | CH Pro Throttle | CH Fighterstick | CH Pro Pedals | TrackIR5
-Rudel- Posted May 10, 2012 Posted May 10, 2012 What you did there, I see :D https://magnitude-3.com/ https://www.facebook.com/magnitude3llc https://www.youtube.com/@magnitude_3 i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD, 1 x 15TB SSD U.2 i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD
Blaze Posted May 10, 2012 Posted May 10, 2012 (edited) Yep, that's the work of Kato from the Virtual Blue Angels. More pictures here. Looking forward to a vintage Blue's routine! ;) Edited May 10, 2012 by Blaze i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10 "There will always be people with a false sense of entitlement. You can want it, you can ask for it, but you don't automatically deserve it. "
leafer Posted May 11, 2012 Posted May 11, 2012 (edited) It's like a foreign language, what you two are speaking :helpsmilie::) Yeah. Someone should make a vid explaining what they're talking about. Thanks for the tut, Zomba. I hope you make more on this topic. Zomba, At 3:06 in your vid, I notice the black paint was just a rough cover of the nose section, right? From the look of it, I don't have to precisely follow the outside line when painting a section? I hope you understand my question. Edited May 11, 2012 by leafer ED have been taking my money since 1995. :P
Ali Fish Posted May 11, 2012 Posted May 11, 2012 ive uploaded my old cockpit textures to the mod section for anyone interested in dirty old warbirds of the aircraft variety. http://forums.eagle.ru/showpost.php?p=1456024&postcount=1 [sIGPIC][/sIGPIC]
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