what are the layers to consider when creating a skin.
which of the following Layers to work on?
HELPER
SPECULAR
GLOSS
NORMAL
DIFFUSE
ALPHA
SKIN PSD's - what are the layers to work-on
2 Mar 2016, 08:37 AM
#1
Posts: 27
4 Mar 2016, 01:54 AM
#2
Posts: 53 | Subs: 1
Most of the time, you will only be painting the DIFFUSE (aka the *_dif.tga file). That is basically the color.
SPECULAR and GLOSS affect how shiny the surface will look. NORMAL allows you to change the surface from appearing flat and is used to add little details like rivets, bumps, scratches, etc without adding more geometry. If you tweak SPECULAR, GLOSS, and/or NORMAL, you actually have to output all three for the "burn" to work (and by the way, the default burn settings are incorrect), so leave them for more advanced use.
ALPHA is transparency, and the HELPER layer is only there to assist you in lining up details to the polygonal faces.
If you only write out and process the diffuse tga, the game uses the default specular/gloss/normal/alpha layers so your vehicles still get all the correct details without taking up additional memory for a unique version.
SPECULAR and GLOSS affect how shiny the surface will look. NORMAL allows you to change the surface from appearing flat and is used to add little details like rivets, bumps, scratches, etc without adding more geometry. If you tweak SPECULAR, GLOSS, and/or NORMAL, you actually have to output all three for the "burn" to work (and by the way, the default burn settings are incorrect), so leave them for more advanced use.
ALPHA is transparency, and the HELPER layer is only there to assist you in lining up details to the polygonal faces.
If you only write out and process the diffuse tga, the game uses the default specular/gloss/normal/alpha layers so your vehicles still get all the correct details without taking up additional memory for a unique version.
4 Mar 2016, 02:16 AM
#3
Posts: 27
Most of the time, you will only be painting the DIFFUSE (aka the *_dif.tga file). That is basically the color.
SPECULAR and GLOSS affect how shiny the surface will look. NORMAL allows you to change the surface from appearing flat and is used to add little details like rivets, bumps, scratches, etc without adding more geometry. If you tweak SPECULAR, GLOSS, and/or NORMAL, you actually have to output all three for the "burn" to work (and by the way, the default burn settings are incorrect), so leave them for more advanced use.
ALPHA is transparency, and the HELPER layer is only there to assist you in lining up details to the polygonal faces.
If you only write out and process the diffuse tga, the game uses the default specular/gloss/normal/alpha layers so your vehicles still get all the correct details without taking up additional memory for a unique version.
thanks buddy for clarifying all these, i can start to work now.... thanks so much
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