How to make a texture matte?
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Hello there. I'm trying to make a part of a texture for an addon ped matte.
I had a low belief of it but I still wanted to give it a shot by copy pasting a matte color to the ytd however it still didn't look matte.
So is it possible by any chance to make a part of that .dds texture matte? I feel like the way to do it is make that area matte in it's specular map however that specular texture is not really have an understandable color so I'm not really sure what I need to do with it either
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@Aurora11 said in How to make a texture matte?:
Hello there. I'm trying to make a part of a texture for an addon ped matte.
I had a low belief of it but I still wanted to give it a shot by copy pasting a matte color to the ytd however it still didn't look matte.
So is it possible by any chance to make a part of that .dds texture matte? I feel like the way to do it is make that area matte in it's specular map however that specular texture is not really have an understandable color so I'm not really sure what I need to do with it either
Would this work? Select the area that you want matte in the specular map and darken it or even make it black.
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@JohnFromGWN I'm gonna try . Thank you so much
)) Will let you know how will it goes
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@JohnFromGWN Oh gosh oh gosh it worked LOL
Thank you so so so big hugely extremely much
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@Aurora11 well to be perfectly honest i just chanced on the right Google find. Glad it helped.
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@JohnFromGWN Umm.. I think painting the area to black only removing the glossiness effect and painting it to white makes it very glossy. So it doesn't exaclt give it a matte finish looking.
However the specular map I'm editing has an alpha channel and the alpha is set to 50% (or so) gray. So I'm gonna try it without alpha to increase the effecting intensity of the black and white. (Maybe a fully black specular map and a black diffuse map can create a vanta black?
Nah, that's too good to be true lol
)
Also I did some searchings and luckily among the billions of results about matte vehicle paints, I finally managed to find one article with weapon paints including specular maps.
https://www.modding-forum.com/guide/17-diffuse-specular-and-normal-maps/In there it says for matte plastic or rubber, paint the area to up to 120 red, and a low amount of green and blue between 50-100. So I will be trying that one as well, hoping that one will create a proper matte finish look.
I'm just wondering though how this thingy works for the vehicle paints
Like I wonder do they have a matte texture for matte colors or they are just same textures but the finish look is being handled by specular maps. Because if so, I can just take a look at their specular maps, or even if the diffuse is matte too it can still give me a great idea, an excellent right place to start working on.
Do you know where are the car paint colors are located? I believe examining them would be a great help for me. I mean the car paints are looking absolutely perfect and very well done, even the white color looking very proper matteEdit: Nevermind. The car colors are just in hex codes converted from rgb values and what's designating the gloss and matte and all that is in xml
carmodcols.ymt including the index number of the color and which specular value it will use and the carcols.ymt including the color's hex code under <Colors> category and the specular values under <MetallicSettings> catgory. and I just have no idea what the f. those number would represent in a texture color itselfRockstar never ceases to amaze me with their bullshit decisions...