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Texturing from a 3d paint program

by Gg · in Artist Corner · 03/15/2005 (7:08 am) · 9 replies

Hi. If I paint a model into a 3d paint program, adding normal, bump, specular and alpha maps on it, the model will be directly visualized with these textures into Torque, or there's still some other intermediate process to do?

#1
03/15/2005 (7:27 am)
Your texture map will be seen depending on your program and the exporter, but your normal, bump, etc, will need to be saved accordingly for TSE to utilize them (stock TGE doesn't support bump/normal/etc).
#2
03/19/2005 (6:34 am)
Ok. Alpha textures should be tif or tga?
#3
03/19/2005 (7:21 am)
Alpha needs to be PNG.
#4
03/19/2005 (7:55 am)
Wondering how I could produce a alpha png with photoshop.... (maybe saving for web, 24 bit; could that work?)
#5
03/19/2005 (8:13 am)
Get the plugin SuperPNG for painless, always right PNG alpha layers.
#6
03/19/2005 (8:13 am)
Google "superpng" and download the file that comes up. It lets you save pngs with alpha in photoshop.

Or you can do save for web.
#7
03/19/2005 (10:38 am)
Can I assign different materials to a model part, but having only one UV?
#8
03/19/2005 (10:51 am)
Im not sure what you mean... Are you asking if you can overlay textures on the same mesh?

If thats then case, then no you cant. Sorry.
#9
04/06/2005 (4:29 pm)
Ok. Are different images allowed, then (TGE or TSE either)? I explain; I "unroll" the model as just one uv, but each part of it (each named material) will have its own image texture. It's ok? (I'm in LW; maybe that's what wasn't clear as for "materials").