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Thread Statistics | Show CCP posts - 1 post(s) |

Captain Powers
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Posted - 2009.05.08 19:39:00 -
[1]
Btw, thanks to everyone that has posted to this thread. Based on this thread, I set out to use Gimp and Blender to work with TriExporter. I'm almost got it working except the trick to generating the correct colors for the texture maps.
Maybe it's due to no experience with Gimp but I can now separate the different RGBA channels and recompose them ( kept trying Recompose, just had to use the silly compose feature to put the different channels back into one RGBA layer. I believe the values in the red files for textures is value 0 to 1 ( 0 to 255 converted for Gimp ).
I first tried to paint the colors I needed over the blue channel but I can not for the life of me figure how to blend ( not using blender3D ) the image with the color to obtain the final image I can pull into Blender 3D for rendering.
Since I can now play with the different channels, I can create layers or textures for generating refections, transparent, etc with Blender. But creating accurate colors with Blender is escaping me based on what I have read. I don't have access to Photoshop and I'm so close to getting to work, just need some ideas or corrections of my bad assumptions.
Thanks ahead of time and great work everyone. (I'll update this link later with information and images)
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Captain Powers
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Posted - 2009.05.10 18:53:00 -
[2]
Ok, still working with the Punisher as my test subject. I improved the color mapping with reversing the one alpha mask from the _p file. I reversed the map and then inverted the map in Gimp ( I'll give a detailed run down soon once I have this process nailed ).
Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
Here is the improved Blender 3D render Blender Punisher
Here is the in game image In game Punisher
I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
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Captain Powers
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Posted - 2009.05.15 15:42:00 -
[3]
Edited by: Captain Powers on 19/05/2009 17:29:47 Edited by: Captain Powers on 19/05/2009 17:28:26 Ok, using the _p as my mask, I used the blue channel from the _ngs to get a color with the alpha mask applied. Now I get the following:
Updated Punisher
I'm making progress. Next is to apply the fore mentioned to get the displacement mapping to work, apply running lights ( forgot them this round ) and apply the lights with a mask so they emit light. ( updated and added )
Should I create a step by step tutorial so folks will know how to use Gimp and Blender to create their own ships?
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Captain Powers
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Posted - 2009.06.30 17:16:00 -
[4]
Edited by: Captain Powers on 30/06/2009 17:19:45 Ok, been enjoying creating items within Blender. So I wanted to see how it would look in the real world...
T3 Cruiser
I'm working on the next one to make it even better. I am enjoying this.
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