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How to create specular map
How to create specular map












how to create specular map

As we never know where someone is going to place our content, the fact that this is so simple and generic is a benefit. I would suggest leaving this alone for now. Hardly realistic, but so far it seems to work quite well. The black doesn’t show up, and it appears that the brighter, slightly colored square represents a room and a window. EA has used a fairly generic one on almost everything, it looks something like this: Instead, it projects the cube map (in early versions of workshop, somemap3) onto the object as a pre-calculated reflection. Specular in TS4 does not actually reflect the environment like TS3 did. The first, the actual “Specular Map” which defines the specular properties (more on those in a minute,) and then there is a “Cube Map” image as well.

how to create specular map

The first thing to note is that there are two images that go into the specular.

how to create specular map

In this tutorial, I am only going over speculars for objects, and speculars for walls/floors – this does not cover creating speculars for Create-A-Sim content. I’ll do my best to explain.Īlso note that there are different types of specular images. This process applies to the importing of both aircraft and airport objects.Specular images in The Sims 4 ( TS4) are quite different from what we’re used to with The Sims 3 (TS3), so it may take a bit of work to fully understand. That is, you can have a model that includes only a normal map, only a specular map, neither, or both. Normal and specular maps are each optional and can be used independently of one another. Once your files are in place, you can simply import the KEX file in RealFlight, and the normal / specular maps will be automatically imported and used if they are found. The same applies to specular maps, with the only difference being it should be appended with "_s". That is, if your base texture is named "NexSTAR.tga", the normal map should be named "NexSTAR_n.tga".

how to create specular map

The normal map texture filename's base should be the same as that of your model's base texture, appended with "_n". Put your normal map in the same folder as your model's base texture. The process for including normal and specular maps with a KEX import is simple. Importing a KEX with normal and specular maps The tutorial is limited to making your existing normal and specular maps interface correctly with RealFlight.įor a third-party tutorial on creating normal maps, please visit the following site: Ben Cloward's Normal Mapping Tutorial Note that this tutorial assumes prior knowledge of creating normal and specular maps and does not go into detail on how to create them. This guide will cover some of the basic details involved with applying normal and specular maps to your model or aircraft colorscheme. RealFlight G4.5 introduces the ability to include normal and specular maps to your custom models. Normal & Specular Map Tutorial Introduction














How to create specular map