Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
How do I add specular and normal maps?
#1
Can anyone help me with this? I'm trying to add specular and normal maps to a skin that I would then use as an applier to a mesh body. Can anyone give me advice or point me to a tutorial? Thanks in advance.
Reply
#2
well depending on mesh body, some you can add and some you can not. So once you were your skin on the mesh body, right click it and go to edit mode .........then go to the texture tab. There you will see option for TEXTURE........BUMPINESS AND SHINESS.............so the texture is the texture of your skin already worn and you add the bumpiness which is normal map and the shiness which is specular map. So you want to add specular you press the dot and the go the little box which will be blank and press that and it will open up a menu, on the menu if you have imported the specular map then find it in your inventory and select it. job done :-)
Reply
#3
(10-11-2018, 11:07 AM)DARKNIGHT2010 Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.well depending on mesh body, some you can add and some you can not. So once you were your skin on the mesh body, right click it and go to edit mode .........then go to the texture tab. There you will see option for TEXTURE........BUMPINESS AND SHINESS.............so the texture is the texture of your skin already worn and you add the bumpiness which is normal map and the shiness which is specular map. So you want to add specular you press the dot and the go the little box which will be blank and press that and it will open up a menu, on the menu if you have imported the specular map then find it in your inventory and select it. job done  :-)

The body isn't editable I think there's a way round it using Omega Evolved (or whatever the new version is called) I haven't uploaded the maps yet for reasons, do you know if I edited an applier just to apply specular and normal and left the skin value as null, do you know if it leaves the skin alone without overriding with a blank texture?
Reply
#4
(10-11-2018, 09:55 PM)Kojack Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.
(10-11-2018, 11:07 AM)DARKNIGHT2010 Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.well depending on mesh body, some you can add and some you can not. So once you were your skin on the mesh body, right click it and go to edit mode .........then go to the texture tab. There you will see option for TEXTURE........BUMPINESS AND SHINESS.............so the texture is the texture of your skin already worn and you add the bumpiness which is normal map and the shiness which is specular map. So you want to add specular you press the dot and the go the little box which will be blank and press that and it will open up a menu, on the menu if you have imported the specular map then find it in your inventory and select it. job done  :-)

The body isn't editable I think there's a way round it using Omega Evolved (or whatever the new version is called) I haven't uploaded the maps yet for reasons, do you know if I edited an applier just to apply specular and normal and left the skin value as null, do you know if it leaves the skin alone without overriding with a blank texture?

As for the omega evolved the new kit.........well it comes down to the basics once again..........as far as i am aware the mesh bodies are dependant on the creators so if the option is there for specular in the config files then yes it might be supported so you put in the specular map UIID. Also to note, even if the config allows the placement of UIID for specular it does not mean that it will work with certain bodies, becuase the creators have not implemented it in there design so its usleless. So to summerize it all, you can find the location to put specualr maps on the Config file of the applier that your creating, only if its avaliable though. Hope i made some sense lol
Reply
#5
(10-11-2018, 11:10 PM)DARKNIGHT2010 Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.
(10-11-2018, 09:55 PM)Kojack Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.
(10-11-2018, 11:07 AM)DARKNIGHT2010 Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.well depending on mesh body, some you can add and some you can not. So once you were your skin on the mesh body, right click it and go to edit mode .........then go to the texture tab. There you will see option for TEXTURE........BUMPINESS AND SHINESS.............so the texture is the texture of your skin already worn and you add the bumpiness which is normal map and the shiness which is specular map. So you want to add specular you press the dot and the go the little box which will be blank and press that and it will open up a menu, on the menu if you have imported the specular map then find it in your inventory and select it. job done  :-)

The body isn't editable I think there's a way round it using Omega Evolved (or whatever the new version is called) I haven't uploaded the maps yet for reasons, do you know if I edited an applier just to apply specular and normal and left the skin value as null, do you know if it leaves the skin alone without overriding with a blank texture?

As for the omega evolved the new kit.........well it comes down to the basics once again..........as far as i am aware the mesh bodies are dependant on the creators so if the option is there for specular in the config files then yes it might be supported so you put in the specular map UIID. Also to note, even if the config allows the placement of UIID for specular it does not mean that it will work with certain bodies, becuase the creators have not implemented it in there design so its usleless. So to summerize it all, you can find the location to put specualr maps on the Config file of the applier that your creating, only if its avaliable though. Hope i made some sense lol

Yes thanks for the info I taken on board your point about 'becuase the creators have not implemented it in there design so its usleless. ' Do you happen to know if Slink has it implemented?
Reply
#6
h ttp://slpoweredbyomega.com/supported-meshes/ is the list of supported omega meshes, and they tell if materials is permitted. slink is materials and tinting enabled
[Image: im2h6v.jpg]
Reply
#7
(10-12-2018, 05:01 AM)MistressMoon Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.h ttp://slpoweredbyomega.com/supported-meshes/ is the list of supported omega meshes, and they tell if materials is permitted. slink is materials and tinting enabled

Ah thanks for that, just for clarification in the omega advanced applier if the skin value was left to null it wouldn't overwrite that with a blank default texture?
Reply
#8
(10-14-2018, 12:39 AM)Kojack Wrote: Guests cannot see links in the messages. Please register to forum by clicking here to see links.Ah thanks for that, just for clarification in the omega advanced applier if the skin value was left to null it wouldn't overwrite that with a blank default texture?

in the omega instructions and inside the pack there are examples for notecards configuration, and is even one where i shows you how to add ONLY maps, without skin .. just look in the examples. the evolved one has a way to structure what you write in there to configure exactly what you like.
however, youre not supposed t o use the "omega advanced applier"... those are not for materials ( those extracted thrm the pack that mentions "beginer? use these... " ), but use the "unleashed" sort of appliers. But to answer that question, te advanced ones dont aply anything if you leave the filed blank , or even if you forget a space in th euuid value, but you should add a zero value uuid as they reccomend, and then it is skipped. no blank default is added in any case.
Reply


Possibly Related Threads...
Thread Author Replies Views Last Post
  Saving Norm and Spec maps easily DarkHeaven 7 794 08-28-2017, 02:14 PM
Last Post: DarkHeaven
  UV AO and Shadow Maps WTF DarkenedSoul74 6 1,603 09-14-2016, 03:02 PM
Last Post: everemma53



Users browsing this thread: 1 Guest(s)