Howdy
This is a question to the mappers here that create their own textures, assuming you create a texture from scratch, in which way to you make them ?
a) Do you model it first (for the normal map), then “renderbumpFlat” (or use a similar tool) ?
b) Or do you create the diffuse map first ?
In case -a-, do you import the normal map in photoshop and use it on a layer or do you create the diffuse map completely separate ? Or do you use the diffuse map output by renderbumpFlat with the vertex colors as a guide for painting it?
In case -b-, I assume you use the diffuse map as a ‘billboard’ in your 3d package, for modelling the details for the normal map render ?
I have a more technical question that I was unable to get an answer yet:
- Is there a real use to getting the diffuse map through renderbumpflat, and if so, could someone give me a the header of a actual working .ASE file that will out put the diffuse map with renderbumpflat ? I tried everything, long path, short path, ‘\purgatory\purgatory’, with and without extensions, in the BITMAP tag, in the material name, in the MAP name, to no avail (ps: I can get textured models imported in the editor as ASE files, by using the \purgatory path, but I cant get textures with renderbumpflat)
Thanks