I'm having trouble with some wheel textures. The paint color of the face of the wheel is giving me fits. In photoshop I have set the color of the texture to an almost white color to get the silver color I need in game. If I color it silver in photoshop it translates to almost black in game. With it set to white its fairly close to the correct color in game but only to the sunny side of the car. On the shaded side the wheels look dark grey/black. Any ideas?
wheel texture issue
- ISPfan12
- Thread is Unresolved
-
-
That is most likely caused by the spec map, would you mind posting it?
-
The wheels did not come with a spec map texture so I had to create my own. Maybe I did it wrong?
-
Those spec maps are most likely the reason. Spec maps in GTA V support RGB colors rather than just using greyscale, with each channel having their own effects such as shine or reflectivity.
I've attached the default spec map as an example. The tires are meant to be dark blue or purple. Light green or light blue is used by default for black or grey rims or hubcaps. Red affects the shine and green the reflections. If the color is brighter overall, the effect is stronger.
It's sometimes difficult to find colors that work well with the diffuse map. I would recommend trying something like R 150, G 100, B 150 in-game and continue adjusting it.
-
Awesome thank you! Ill give it a shot.
-
It could be the polygon normals are messed up too. Doesn't seem like a simple spec error.
Did you recalculate the rim normals by any chance?
-
Those spec maps are most likely the reason. Spec maps in GTA V support RGB colors rather than just using greyscale, with each channel having their own effects such as shine or reflectivity.
I've attached the default spec map as an example. The tires are meant to be dark blue or purple. Light green or light blue is used by default for black or grey rims or hubcaps. Red affects the shine and green the reflections. If the color is brighter overall, the effect is stronger.
It's sometimes difficult to find colors that work well with the diffuse map. I would recommend trying something like R 150, G 100, B 150 in-game and continue adjusting it.
So here is the progress. The tires are better but not where they need to be. The rims have literally no change no matter what I do. I'm stumped there.
P.S. the tire part of the hubcap/rim texture is not used. The tires are a separate texture lol
It could be the polygon normals are messed up too. Doesn't seem like a simple spec error.
Did you recalculate the rim normals by any chance?
No I did not. I'm not 100% sure how to do that.
-
Well, the normals would've been my next idea. I'm pretty sure GreenAid is right, it seems to be the normals. I apologize for not looking at the first pictures more carefully, those dark shadows in the first pic for example definitely look like faulty normals. I've had similar problems caused by spec maps, that's why it was my first guess.
We have a guide regarding the calculation of normals here: Calculating Normals
The general idea when calculating normals is that all parts that are supposed to have smooth edges should have welded vertices, parts with hard edges should either be detached like shown in the guide or have their edges sliced.
-
Normals are also broken on the tyre, you can see the polygon shape clearly which is obviously not good Follow the tips and experiment with settings
-
i use https://developer.nvidia.com/n…ure-tools-adobe-photoshop to make my normal maps
-
i use https://developer.nvidia.com/n…ure-tools-adobe-photoshop to make my normal maps
Polygon normals, not normal maps, those are vertex-based
Don’t have an account yet? Register yourself now and be a part of our community!