Author Topic: Shine and glow maps - how?  (Read 1651 times)

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Shine and glow maps - how?
Greetings, people!

How do I implement shine maps and glow maps?

I have built and converted a model. It is UV mapped, it is textured, it works fine in FS2. Now I would like to add a shine map and a glow map to it.

What file format do these maps have to be in? How do I apply them? Are there any specific limitations that I need to be aware of (colour depth, size etc.)?

Thanks in advance.

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Shine and glow maps - how?
Greetings, people!

How do I implement shine maps and glow maps?

I have built and converted a model. It is UV mapped, it is textured, it works fine in FS2. Now I would like to add a shine map and a glow map to it.

What file format do these maps have to be in? How do I apply them? Are there any specific limitations that I need to be aware of (colour depth, size etc.)?

Thanks in advance.

File formats are the same as for the main map, so TGA, DDS, PCX (8 bit), are all useable; although I believe you can mix and match, i.e. have a TGA main map and DDS shinemap (although not 100% sure - never tried it:)).  In order to have a shine/glow map, all you need is to have is the filenames 'mapname-shine' and 'mapname-glow' (respectively), where mapname is the name of the texture these are the spec/glow maps for.  i.e. for the Ulysses, fighter01 is the main map, and fighter01-glow is the glow, and fighter01-shine is the spec map.

You don't need to alter the model in any way for it to use glow/shine maps; the engine detects the filenames ending in the appropriate prefixes and loads them automatically.

 
Re: Shine and glow maps - how?
Many thanks for a quick, comprehensive and simple reply!

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Shine and glow maps - how?
To make a glow map (quick and dirty) black out any area that is NOT to glow. Photoshop is best, just turn down brightness to black out background and increase contrast to desired level, then copy black section over parts showing up you dont want.

MOST glowmaps I have made were with Irranview in 5 mins, but some needed Photoshop to handle more demanding maps.

I hope that helps!

Now can anyone elaborate on HOW to make a shine map (in detail) aside from the filename part...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
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[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Shine and glow maps - how?

Now can anyone elaborate on HOW to make a shine map (in detail) aside from the filename part...


Assuming your map is layered, I'd look at decreasing the levels of shadening and increasing the boldness/opacity of black lines.  Shinemaps, basically, mean how reflective the ship is, so you first need to remove the sort of surface 'shadow' shading (or decrease the effect).  You then need to increase the contrast - sensibly, not uniformly.  i.e. so if you have a grey hull plate surrounded by dark grey lines, when the light hits it, the hull plate should be a lighter shade of grey and the lines black.

 
Re: Shine and glow maps - how?
I've been using shine maps in regular modelling (static image rendering rather than game modelling) for a few years now, and here's what I do...

I normally create shinemaps using the base texture as a guideline, but they rarely end up looking much alike. If I find my shine maps and base textures look too much alike, I generally decide to shift some features to either one or the other. I use a basic texture mainly for colour and broad detail, a shine map emphasises areas and adds subtler details.

For panels I mask off everything but the panel I'm working on, then take a low-opacity soft dark-grey medium-size airbrush and quickly swipe it around the edges a couple of times, then repeat with a smaller and smaller brush. The idea is to get a slightly irregular buildup towards the edge of the panel. Then deselect, select the next panel along and do it again. I find this method is a much more subtle way of defining panels than putting dark lines in the base texture, as the panel borders are percieved by the eye rather than drawn by the texturer.

For mechanical details I tend to use bolder, sharper-edged areas of more uniform colour. Whereas there may be shading or colouring on the base texture, I use the shine map to block out the basic shapes behind the image in shades of grey.

Basically, the cleaner and newer the surface, the smoother and more uniform the shinemap I use will be - a new sports car would be done like this. The Millenium Falcon, on the other hand, would have a shinemap that looks like it has been dipped in mud and sprayed with machine oil.

I find that the key to effective shine maps is to pitch it just right - too much and it'll look patchy and unrealistic, too little and it'll look uniform and bland. In general, I try to avoid large areas of uniform shine. After I've finished the texture I normally take a medium-large soft brush with really low opacity and wipe it irregularly across the texture.

But then, there are as many ways of doing shine maps as there are texturers...

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Shine and glow maps - how?
Thank you both sincerely for those replies... They were very informative!

I'll leave it to the experience for now as I barel y can use PS ATM and never found how to activate the layre function ans it always stays greyed out and not useable. (Which is why the 2048 Earth Planet pic I have still has a giant green square around it)

I was hoping it was simple like using  irfranview only (meaning not needing a new "layre". He he...

Will have to make a new team slot listing on the intro page...

l8tr!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)