Some time ago I made a tutorial to import skinned items (i.e: clothing) from Blender into HS. Here it is, captions only though.
Recently, I’ve been creating smooth normal maps from high poly models, and I’ve started to notice that saving them directly in 8 bit generates a lot of banding. So I wanted to save them in 16 bit directly and then dither down to 8, but the texture was brighter than it should be.
Here’s this small tutorial, thanks to plasticmind, who helped me with the part of fixing the gamma levels of the texture before dithering it down to 8 bit. This makes the texture dithered instead of banded. If you prefer banded, don’t do this, but if you prefer dithering to ugly banding, keep reading.
WARNING: Don’t do this if you’re not sure if your texture is 16 bit, else you could potentially screw it up.
UPDATE: Sadly, I’ve had some problems with normal maps causing seams using this method. If you get seams doing this, you’ll have to directly bake to 8.
- SB3UGUI (Lastest)
- Blender for 3D editing (I don’t know about others, you’re on your own if you want to use any others)
- Any good image editing software. Photoshop works.
- If you’re using Photoshop, you’ll need to get the DDS plugin for it. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Before we begin, I want you to know that this tutorial won’t do you any good if you don’t know the basics of Blender, and that includes handling skeletons.
I won’t cover these here, there’s many tutorials for that on the internet. Either ask, or search for an answer in Google.
Also, have in mind that most of this is more like a general guideline, you might need to adjust some steps depending on what you’re importing, since not every game has the same standards when it comes to assets of any kind. That said, in my case, I’m importing Christie from DoA 5 LR, and not even in this game do all the characters have the same standards.
Well then. Read more after the split.