I'm still learning alot about Artlantis but here is my question.
I have to build shaders for a range of about 40 brick collections. But I am having trouble developing them. I read a few tutorials regarding creating shaders and they all say that the dimensions of the jpeg need to be square. IE 500 x 500. The samples from the brick company arent. Other then editing the images... is there any way to stop Artlantis stretching them?
Any help with how to create great shaders would be highly appreciated.
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
I don't think they have to be square if you are using Artlantis 2 or 3. Have you seen Artlantis stretching your shaders after you make them? I've been making a bunch of shaders using non-square images and I have not seen this happen.
Just create a test file to check your shaders and make sure that they don't stretch.
When creating shaders I always recommend creating a normal map from the diffuse or bump map that you likely already have. Normal maps in addition to bump maps always make a better effect than just a bump. If you don't have a way to make normals check out Crazybump or the photoshop plugin PixPlant 2, they work great at making normal maps! Specular maps are also a great way to produce unique reflections that are more realistic, you can make those and bump maps with those 2 programs too.
Operating system : Windows XP RAM : 8Go Computer model : BullMan mobile Workstation Processor : Autre Graphic card Type : PCI-E Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : wifi
Same opinion like Jeremy.
If you don't have/use Photoshop you can also use gimp. It is freeware and they have a plugin for normalmaps, too.
Instead of CrazyBumb you can try ShaderMap Pro. It's only 1/3 of the price of CrazyBumb and works perefkt for me.
Greeitings
Patrick
Operating system : Windows XP RAM : 4Go Computer model : Dell XPS Processor : DualCore Graphic card Type : PCI-E Card name : Nvidia Video memory : 256 Mo Quiktime : 7.5 Network card : ethernet
First message : 2010-01-15 10:42:19 Operating system : OS 10.5 RAM : 2Go Computer model : 24 Processor : DualCore Graphic card Type : Integre Card name : Nvidia Video memory : 256 Mo Quiktime : Network card : ethernet
Operating system : Windows XP RAM : 8Go Computer model : BullMan mobile Workstation Processor : Autre Graphic card Type : PCI-E Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : wifi
Hi,
I think you misunderstood something. The shader itself is made in ATL. What you need is some good texture (jpg, bmp, tga or something like this) and the possibility to create normal- and/or bumpmaps for this texture.
To create a normalmap there is a plugin for PS.
I use ShaderMap Pro. A program creating all needed maps out of a texturemap.
After you have this maps you can create your shader in ATL.
Greetings
Patrick