Adjustments - Channel Mixer” and switch the red and green channel Go to “Image - Adjustments - Levels…” and change the center value from 1.00 to 0.45.Select “Exposure and Gamma” from the dropdown and hit “OK”.Upon opening, go to “Image - Mode - 16 bits/Channel”.In the NVidia DDS Read Properties window select “Convert images to 32bits”.Open your extracted normalmap in Photoshop.Recently stumbled across this workflow by MediAsylum on DeviantArt which makes the process entirely foolproof. Now I used to eyeball the changes necessary to convert the opened normalīack to what it should be by manually switching the red and greenĬhannel and messing with the contrast for those channels. Unfortunately, this makes the normalmap look ‘wrong’ The opened texture is flagged as a normal, R/G/B is reconstructed from ![]() ![]() Stores them in the R/G channels (the wrong way around mind you). The Photoshop DDS plugin decompresses the X/Y blocks and Find the complete guide here.ĭA:I normals are in ATI2 (3Dc) format, it has two channels (X/Y instead As previous info was based on work with Eham’s modding tool that both previewed 2channel normals and didn’t yet support anything beyond DXT1/5 it was quite outdated. I finally got off my bum to update my texture guide on the subject of normals in DA:I.
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