That's why you need to copy it over to Alpha, because WT doesn't use RGB for displacement along 3 axis, but Green and Alpha for displacement along 2 axis. Well, the Red channel (after generating the normal map using the plugin) is part of the "displacement mapping". I was wondering what happened to the inside details though(like cockpits, gears etc) I assume it autogenerates red channel as well In the main file, here's what my panels and rivets look like: Prior to merging my rivets into one layer (I should have made them a Smart Object as well, but it doesn't matter now) they were around 200+ layers too! That's just a bit below 500 layers and in a file, and you haven't even started painting yet! :yes:Īs you see, panel layout is serious business! The Smart Object for my Panels counts 216 layers. If I double-click on the Panels layer, it opens the Smart Object to reveal all my Shapes that make up the panels: You'll notice that in the Layers tab, it only shows Holes, Rivets and Panels. (Once I have drawn all panels as shapes, I combine them to a Smart Object, as I said)Īnyway, it should look something like this: My panels (and rivets) are, for the majority, made using paths (lines, shapes, bezier curves) which not only reduces file size (while ramping up layer count, on the other hand) so they stay editable. A good understanding of PS doesn't hurt.Ĭreate a blank document of the required size (I work in 4k, so 4096x4096px) with a neutral (50%) grey background, and then layered on top, panels, rivets and hole (each one separate) My panels are actually a smart object (very powerful tool, they are!) which means that if I double-click on the layer, it opens as a new document where I can edit them, and once I save that, they are edited the same way on the base document. You'll need PS with the Nvidia normal map and dds plugins. But to those scratch-painters and skinners out there who've shied away so far from delving into normal map creation, here's for you! So, if you are happy just "recoloring" blank templates based on Gaijin bases (however good and detailed they may be) this tutorial might not be for you, although you still might learn a new trick or two. Once I started to scratch-paint skins, first and foremost correcting panels and rivets, there was no way around doing my own normal maps, in order to avoid conflicting visuals between _a and _n files. I personally think they look better (as in: less flat) than the ones provided by Gaijin, because panels an rivets pop out better on mine, but that's my personal opinion. I also don't claim that my normal maps are better than others. It's to know how and where to research for something you DON'T yet know." As a university professor once told me: "Intelligence is not to know everything. You can't expect to get good at something if you don't know how to research. I did a thorough research on the net, on topic like, normals, specmaps, bumpmaps, plugins, channels etc. A couple of months ago I didn't know anything about _n maps, but I had quite good PS skills already. DISCLAIMER: Although I present here a tutorial on how to create normal maps for WT, I don't claim this to be the only way to do them.
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