Author Topic: AH III skin tutorial  (Read 9529 times)

Offline Fencer51

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Re: AH III skin tutorial
« Reply #75 on: February 11, 2017, 12:57:10 PM »
Well diddly me blind.
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Offline Easyscor

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Re: AH III skin tutorial
« Reply #76 on: February 11, 2017, 01:03:47 PM »
In GIMP 2.8 and above, it had a feature to Export the image and it takes care of the flatening.
That protects your .xcf files.
« Last Edit: February 11, 2017, 01:05:20 PM by Easyscor »
Easy in-game again.
Since Tour 19 - 2001

Offline Vraciu

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Re: AH III skin tutorial
« Reply #77 on: February 11, 2017, 01:06:46 PM »
In GIMP 2.8 and above, it had a feature to Export the image and it takes care of the flatening.
That protects your .xcf files.

Export didn't work for me on 2.8 that's why I rolled back to 2.6. 



In-game:

http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=383983.0;attach=26324
« Last Edit: February 11, 2017, 01:10:30 PM by Vraciu »
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Offline Fencer51

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Re: AH III skin tutorial
« Reply #78 on: February 11, 2017, 01:10:32 PM »
In CS2, when I merge only visible layers I get no option to set the file to a 32 bit file.  Then the Nvidia Normal Plug-in will not work...  :bhead
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Offline Vraciu

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Re: AH III skin tutorial
« Reply #79 on: February 11, 2017, 01:11:47 PM »
In CS2, when I merge only visible layers I get no option to set the file to a 32 bit file.  Then the Nvidia Normal Plug-in will not work...  :bhead

Don't merge it in CS2.    Instead, try to merge it in Gimp (2.6 not 2.8).   That's the only way it works for me.

I also use different pre- and post-conversion file names and formats.   
« Last Edit: February 11, 2017, 01:13:38 PM by Vraciu »
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Offline Fencer51

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Re: AH III skin tutorial
« Reply #80 on: February 11, 2017, 01:14:24 PM »
But I have to merge it inorder to get the normal program to work.
Fencer
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Offline Vraciu

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Re: AH III skin tutorial
« Reply #81 on: February 11, 2017, 01:15:47 PM »
But I have to merge it inorder to get the normal program to work.

Ah, okay. 

I've had very little success with Normal files...
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Offline Devil 505

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Re: AH III skin tutorial
« Reply #82 on: February 11, 2017, 01:20:51 PM »
But I have to merge it inorder to get the normal program to work.

What I do is save my grayscale bumpmap then load that file and then convert to a normal map.

Also, to let you know what my method overall is: Every plane type I make has 3 separate .Psp files. One base skin, one for the bump map and one for the spec maps. I use GIMP 2.6 to edit all of them and only use CS2 to convert the bump map to a normal map.
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Offline Fencer51

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Re: AH III skin tutorial
« Reply #83 on: February 11, 2017, 03:34:56 PM »
Finally...

Process is as follows for me..

Create Skin.  Save as PSD file in CS2.  Open in Gimp 2.6, merge visible layers, save as bmp at 32 bit RGB.

Create Bump Map.  Save as PSD file in CS2.  Open in Gimp 2.6, merge visible layers, save as bmp at 32 bit greyscale.

In CS2 open up bump map file created above and saved as 32 bit RGB.  Utilize Nvidia Normal plug-in to generate Normal Map.  Save file as bmp.

In Gimp 2.6, open Normal map file.  Save as bmp at 32 bit RGB.

Rinse and repeat for greyscale 8 bit _E, _P and _S files.

Also note that the files are named, P51D.bmp , P51D_N.bmp, etc etc.. not P-51D.bmp... (DO NOT ASK)
Fencer
The names of the irrelevant have been changed to protect their irrelevance.
The names of the innocent and the guilty have not been changed.
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Offline Vraciu

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Re: AH III skin tutorial
« Reply #84 on: February 11, 2017, 03:55:12 PM »
Grayscale can usually just be your .psd in grayscale converted directly to bitmap within the host program since they don't need to be 32-bit.

Sorry I wasn't more specific on the filename conventions.   

http://bbs.hitechcreations.com/smf/index.php/topic,378949.msg5120541.html#msg5120541
« Last Edit: February 11, 2017, 03:57:23 PM by Vraciu »
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Offline Skuzzy

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Re: AH III skin tutorial
« Reply #85 on: February 12, 2017, 06:11:55 AM »
I cannot save a bmp as a 32 bit file with CS2 or PS7.  I am not worried about the 32 bit PSD file, you misunderstood my frustration, sorry.

I use Photoshop CS2 to convert to 32 bit all the time.  Here.


That is where you select 32 bit.  The mode of the PSD must be RGB, and the color depth, 8 bit, where you create the new image/PSD.  You can always convert to any other mode you need from this one.


I have not had any problem using the NVidia normal map plugin with CS2.  Once I convert to gray scale (bump map) it works fine, but it does take a while.
« Last Edit: February 12, 2017, 06:20:19 AM by Skuzzy »
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Offline Fencer51

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Re: AH III skin tutorial
« Reply #86 on: February 12, 2017, 07:02:40 AM »
It is all good now Skuzzy thank you.  I have a procedure and it works for me.  I just spent 15 mins flying a Mustang over Holland having a good ole time.  Wish my legs worked better so I could throw it around the sky with the rudder, but its not that bad.

Could not sleep so I spent the last 4 hours generating the _S, _E, and _P maps.  Need to adjust the _S as I don't think the aluminum is shiny enough.  I got the _B map underway as well.  Once I get all the basic maps done I will go through and up date my P-51Ds using modified maps for each specific bird.
Fencer
The names of the irrelevant have been changed to protect their irrelevance.
The names of the innocent and the guilty have not been changed.
As for the innocent, everyone needs to know they are innocent –
As for the guilty… they can suck it.

Offline oboe

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Re: AH III skin tutorial
« Reply #87 on: February 12, 2017, 08:55:41 AM »
Glad you got it sorted out Fencer. 

I don't think the B-maps are used any longer; in fact I'm not sure they're accepted...
 
« Last Edit: February 12, 2017, 09:03:19 AM by oboe »

Offline Skuzzy

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Re: AH III skin tutorial
« Reply #88 on: February 12, 2017, 10:30:20 AM »
You need to create the bump map, so it can be converted to a normal map.  You'll drive yourself nuts trying to manually create/edit a normal map.

Yes, you are correct, *_B.bmp files are no longer needed, or supported, for the submission.
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Offline Vraciu

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Re: AH III skin tutorial
« Reply #89 on: February 12, 2017, 11:23:33 AM »
It is all good now Skuzzy thank you.  I have a procedure and it works for me.  I just spent 15 mins flying a Mustang over Holland having a good ole time.  Wish my legs worked better so I could throw it around the sky with the rudder, but its not that bad.

Could not sleep so I spent the last 4 hours generating the _S, _E, and _P maps.  Need to adjust the _S as I don't think the aluminum is shiny enough.  I got the _B map underway as well.  Once I get all the basic maps done I will go through and up date my P-51Ds using modified maps for each specific bird.

Adjust the individual layers in your greyscale .psp or .psd maps, save them, then save them as a .bmp as p51d_e etc.     That's how I am doing it. 

I've noticed that trying to get my NMF to shine makes it look like a gray paint with clear coat over it (Devil505 made that observation), so a mild built-in sheen actually helps them pop.    Haven't perfected it yet but I'm getting there.    Something to keep in mind lest you spend hours and hours and hours hunting a white whale.

”KILLER V”
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