Texture Mapping
Der Begriff Texture Mapping (deutsch etwa „Musterabbildung“) bezeichnet ein Verfahren der 3D-Computergrafik. Es dient dazu, die Flächen dreidimensionaler Oberflächenmodelle mit zweidimensionalen Bildern – sogenannten „Texturen“ – und Oberflächeneigenschaften auszustatten. Texturen lassen computergenerierte Bilder detailreicher und realistischer erscheinen, ohne dass das zugrundeliegende Modell selbst verfeinert werden muss. [1]
DDS-Formate
- DXT1/DXT2 = BC1
- DXT3/DXT4 = BC2
- DXT4/DXT5 = BC3
- ATI1 = BC4
- ATI2 = BC5
- BC6 und BC7 sind neu mit DX11 und sind weit besser als BC1/2/3, die BC7 ersetzt. BC6 ist für dieses Gespräch irrelevant, weil es nur für HDR-Texturen verwendet wird.[2]
Fallout 4
BC5 for normal / specular BC7 for everything else For any Diffuse map without Alpha channel Fallout 4 uses BC1. For diffuse with Alpha it uses BC3. For normal & specular it uses BC5.
Low poly inventory & world objects (e.g. MISC) at 512x512 High poly inventory art (e.g. mags/books) at 1024x1024 [3]
Fallout 4 as published with DirectX 11 Diffuse_d without Alpha BC1 DXT1 Diffuse_d with Alpha transparency BC3 DXT5 Normal_n BC5 Linear (intel) Specular_s BC5 Linear (intel) New: BC7 (DirectX 11) offers very nearly the same quality as uncompressed while still being the same size as DXT5 compressed textures > but may not blend with existing base game objects
GaigeStorm's Fallout 4 Normal and Specular map Tutorial https://www.nexusmods.com/fallout4/mods/22114?tab=posts
I'm sorry but your tutorial is better addressed to Skyrim than Fallout 4. _s maps in Fallout try basically to fake PBR lighting. As someone stated in one of the comments, all spec maps must be between yelow an red, yellow and green and the blue channel( unused) must be black. The red channel represents the metalness and the green channel represents the glossiness. The problem with Gimp or Photoshop is that, when you export , they invert the red and green channel making your texture wrong. To solve this you must use the NVidia textures tools 2 or the Intel plugins for Gimp and Photoshop. Also all _n and _s maps must be exported using ATI2n or BC5 format. Not DXT5.
to make your normal map you make a classic normal map, like for skyrim, you have a blueish colored map. The difference with the map from FO4 is when you save your map to DDS format. If you use the DXT5 format all channels of the map will be exported and you'll get the same kind of map you have in Skyrim. These maps, despite being wrong still work. But if you use the BC5 or ATI2n compression you'll get the normal map used in Fallout. Because the blue channel is ignored during the compression, the normal map is not blue but darkbrown/greenish. The nvidia plugins for photoshop can't make this kind of normal maps, you must use the intel plugins for photoshop or Gimp. Also, normal map in Skyrim have an alpha channel that is used for the specularity of your object, Fallout normal maps don't have an alpha channel.
For metal/spec maps, you must create a black and white map for your metal parts , a black and white map for your specular parts. Then, create a new RVB map fill all the map with black, put the metal map in the red channel, the spec map in the green channel, leave the blue channel all black.You'll get a Red/Orange/Green map. For the export, this the same as the normal maps, BC5 or ATI2n format, no alpha channel
Materialize
Convert Images Into Material For Free With Materialize Tool https://www.youtube.com/watch?v=wX0-mn0l2EY Diffuse Map (Farbkarte)
- O open image
- Edit
- Final Contrast - Diffuse reveal slider (verschiebt Ansichtsfensterausschnitte vorher-nachher) - Reveal Blur Contrast - Remove Light - Remove Shadow - Remove Dark/Hot Spots
- Set as Diffuse
Height Map (Verschiebungskarte)
- Create (-> Graustufenbild: schwarz nach unten, weiß nach oben)
- Frequency Weight Equalizer, auch Presets
- Show Full Material
- Parallax Displacement (verändert den Verschiebungsbetrag)
- Normal Map (falsche Materialtife vortäuschen)
fake depths
Seperate RGB-Channel
To isolate each of the R, G, and B channels, duplicate the layer twice (3 total). Use Curves :Curves: in RGB mode on each layer. For each layer, set two of the lines to zero while leaving one intact. For example, to isolate green, set R and B to zero but leave green as it is. Then set the layer blend mode for each layer to additive.
How to perform RGB Split in paint.net (And another method) https://www.youtube.com/watch?v=-RMKl_AK9BE
Separate RGB channels if you're too lazy to install a plugin https://forums.getpaint.net/topic/113050-separate-rgb-channels-if-youre-too-lazy-to-install-a-plugin/ https://www.dropbox.com/s/luldx7eybsag38k/Separate%20RGB%20channels%20if%20you%27re%20too%20lazy%20to%20install%20a%20plugin..pdf?dl=0
- ↑ Wikipedia https://de.wikipedia.org/wiki/Texture_Mapping (abgerufen am 29.11.2024)
- ↑ DDS-Formate https://www.nexusmods.com/fallout4/mods/25799?tab=posts ()abgerufen am 27.11.2024
- ↑ Formate https://forums.nexusmods.com/topic/13484832-what-is-current-best-practice-for-fallout-4-dds-texture-formats/ (abgerufen am 24.11.2024)