Playing around with the textures

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    • Legacy Citizen 2
    So I'm gonna start making a texture pack, since it was something I liked to do in MC wayyyyy back when in 2012. I just started playing around with it and changed one texture to see if I was doing it correctly. Oh how I was pleased.
    BTW: Does anyone know how to do the bump mapping for starmade? I know the concept but I have no clue how I would do it with the starmade textures.
    starmade-screenshot-0004.png
     
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    • Legacy Citizen 10
    Kupu helped me with bump mapping a little while back so I will just post what he told me. I use a free program called crazy bump, here is a link to download: http://www.crazybump.com/

    The easiest way to use crazy bump for Starmade textures is by making height maps. Height maps are black and white images, that use black for low and white for hight points.

    RGB 0 0 0 = lowest point RGB 255 255 255 = highest point. (127,127,127 = mid level)

    Then taking our height maps and generating Normal maps from them.

    Lets use this as an example,


    Load this as a height map in crazybump,

    The program calculates the differences in height from our RGB values.



    The slider settings are down to personal preference really, but Starmade works well with 25 intensity and 7 very large detail. the rest depends on the height map.


    I've used your hull as another example, i created a height map for it, put it into crazybump and used these settings;



    I added the "diffuse" texture to the sample ball. Thats how it would roughly look in game.
    PS make sure bump mapping is turned on when you test your textures out.
     
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    • Legacy Citizen 2
    Kupu helped me with bump mapping a little while back so I will just post what he told me. I use a free program called crazy bump, here is a link to download: http://www.crazybump.com/



    PS make sure bump mapping is turned on when you test your textures out.
    :O This is so helpful, knowing myself I would've tried to do it all by hand. I'll try this out. Thanks
     
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    Another way (also very much depending on the intended style of your textures) would be to use a 3D modeling program like Blender. You model an object that is supposed to reflect the texture, and then bake features like normals, ambient occlusion and textures to a plane (which is the actual texture for SM). (Sounds more complex than it really is.)