Skinning Question -please read

Displacement, reflection, height, normal, specular, alpha maps

By wetmatches16 6 years ago

Heya FPSBanana! I have a question. I hear all of these terms being used but I dont really know what they are.

Displacement map - ?

Bump Map // Normal map - you make these with the Nvidia Normal Map filter right?

reflection map - guns have this. white = shiny and black = not shiny?

PHONG - read the tutorial, and all it says to do is add an Alpha layer to the normal map. and change the vmt. confusing ><

height map - is this the step before making the normal map?

specular map - ?

alpha map -- I know you can add an alpha layer in the channels tab of photoshop, but what does this do? Do I do it to the skin, the skinnormal, or the skinref?

. .. .

So i skinned the hands in CSS. This is what I came up with.

Image Hosted by ImageShack.us<br/>

Then I brightened the Image so that I could make a normal map. Is this step called making a "height map"?

Image Hosted by ImageShack.us<br/>

Then i applied the NVidia Normal Map Filter.

Image Hosted by ImageShack.us<br/>

That is called a Normal map // Bump map, correct?

In the Normal map's Alpha1 channel, I added white to the parts that I wanted to shine.

Image Hosted by ImageShack.us<br/>

So if I add an Alpha channel to a Normal Map, is the Alpha channel a Reflection map for my skin?

. .. .

Basically, I want to know when to use the _normal or the _ref textures, and clarification about displacement, specular, height, and alpha maps.

I already read a tutorial that gave brief definitions on these things, but he didnt say how to make them, and thats what im looking for.

8 posts 1,069 views
  • You must be a member

Replies

  • wetmatches16's Levels
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    I posted this August 17, 2007, and I haven't gotten one response. Cmon people, I know a little about skinning, But I am very unfamiliar with the terms and the advanced features of skinning. Any help would help a lot.

  • Rootbeerz's Levels
    • P5: Peddler
      Points: 175,219
    • E1: Helper
      EF: 16
    • C3: Moderator
    • A6: Elder
      Account Age: 7 years
    Username
    Rootbeerz
    Posted 5 years ago

    Well, when you select the layer you want alpha, or whatever, right click it, save selection as... name it alpha, and leave everything else default. Make a v_hands.vmt and add this in it:

    VertexLitGeneric { "$baseTexture" "models\weapons\vmodels\hands\vhands" "$bumpmap" "models\weapons\vmodels\hands\vhandsnormal" "$envmap" "envcubemap" "$normalmapalphaenvmapmask" 1 }

    That should do it!

    User Title
    Constructive Map Assesor
  • modderfreak's Levels
    • P6: Merchant
      Points: 231,948
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Displacement map - well, I only know this term for Photoshop. It's used for making things apply to a 3D-looking object, although in 2D as its only a picture.

    Bump Map // Normal map - They produce fake shadows and highlights on your model. It makes a 2D texture seem more 3D and is used to save polies. For the Source engine, only Normal Maps are relevant (bumpmaps are something similar for other game engines). And yes. the nvidia normal map filter is a way to produce these maps.

    reflection map - guns have this. white = shiny and black = not shiny? Exactly. Not only guns have these, nearly everything in CSS does. They simply tell the game engine where are reflective spots and where not. Don't overdo them as values above 50% gray are resembling a mirror.

    PHONG - It's something similar to a reflection map, but it can do more things. It can produce highlights in every way, dull ones, sharp ones etc. -it's quite hard to use them the right way and therefore most people who apply it to their skins make them look crap. If you're a beginner, stay with reflection maps.

    height map - another kind of a bumpmap, which is again similar to a normal map. Not really used in the source engine, forget about it.

    specular map - one of the two maps used when applying Phong. If you're not using phong, forget about it.

    alpha map -- I know you can add an alpha layer in the channels tab of photoshop, but what does this do? Do I do it to the skin, the skinnormal, or the skinref? There are loads of things an alpha channel can do. It's basically a second, gray-scaled picture in your picture. Usually it's used as a reflection map when using a normal map. This way, you can save another picture. Or it can be used for Phong. Or, if you add an alpha channel to your diffuse map (= basic texture), you can use it for reflections, or to make things transparent or even invisible.

    User Title
    Respect is everything.
  • hitmanx's Levels
    • P1: Beggar
      Points: 732
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Yeah, you seem to know more than me, i just copy other peoples vmt's and tweak them a bit. I only use normal maps, and my normal maps are my phong maps, i've seen people have seperate phong maps which i don't know why you would do that.

    Anyway good luck, sorry i can't be of assistance.

    User Title
    money talks, silence pays
  • Predaaator's Levels
    • P2: Drudge
      Points: 2,254
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Like hitmanx says, i do the same way, i use the vmt's from others, and i try they goes with the skins i do...that all

    User Title
    Bananite
  • Predaaator's Levels
    • P2: Drudge
      Points: 2,254
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Normal map: is kinda the relief of the skin's surface

    Phong: is like a a opaque reflexion

    specular: i just see with it that the skin shine in from the sun

    User Title
    Bananite
  • Futon's Levels
    • P4: Worker
      Points: 33,323
    • E2: Guide
      EF: 22
    • C2: Treehouse Member
    • A6: Elder
      Account Age: 7 years
    Username
    Futon
    Posted 5 years ago

    You seem to have it pretty well, it looks like your embedding the ref map in the normal map. Just remember that you probably won't want it to be pure white because then it will be extremely reflective and none of the details will show. Phongs are pretty crazy, I'm not really good at them, but I know with and exp map you can control what is effected by phong and what isn't and the exponent range is the brightness of the highlights.

    Fill my script.
  • Bov's Levels
    • P1: Beggar
      Points: 695
    • E1: Helper
      EF: 3
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Im not a expert but rootbeerz post looks good.

    Noob
  • You must be a member