Fortunately, you can disable these two flags in VTFEdit. It’s a handicap and can really do damage if it’s something other than a normal map. Note: Due to errors with the Photoshop VTF plugin, note these two things: Once you have used the Normalmap or Normal with Alpha preset, the Exporter will be “glued” to this preset and always saves in this format (especially with the flags “Normalmap” and “Trilinear”), regardless of how you set them until you re-state Photoshop. When saved as a standalone program, it is saved in RGB format with three channels, while as an alpha channel for another texture, it only captures one, which reduces the file size. Since Specular Maps are grayscale, it is best to save them as an alpha mask rather than as a separate, standalone texture. In the $normalmapalphaenvmapmask, use 1 to specify that you use the alpha channel of the normal map as the envmapmask. Save this as yourtexture_bumpspec (naming conventions don’t matter, we only find it helpful to mention in the name of the texture whether the normal map also gets a specular map) with the normal map with alpha preset.
![crazy bump save as crazy bump save as](https://img.informer.com/screenshots/2634/2634331_2.jpg)
If you want to have both a normal map and a specular map, you must save the specular map in the alpha channel of the normal map.Save the diffuse texture as a normal compressed texture with alpha and use $basealphaenvmapmask 1 in vmt to specify where it is. Due to an error, you must invert this so that it can be read correctly. If you want a specular map, you can store a texture in the alpha channel (provided it is not already used for transparency).The usual naming conventions are yourtexturename_bump, but it doesn’t matter what you call it. If you just want a normal map, it will be saved as a separate VTF file.This is where things diverge, depending on what we do. The Ambient Occlusion Map usually goes in a top layer set to Multiply with the opacity we worked on until we were satisfied with it. Then start copying maps by right-clicking and selecting “Copy Fiddle around with the sliders in CrazyBump as needed.Go back to Photoshop and undo the Flatten command to restore all your layers.Flatten the image, select everything, copy and paste into Crazybump.This could be as simple as a reworked photo or something created entirely in Photoshop. Create the diffuse texture in Photoshop.
![crazy bump save as crazy bump save as](https://i.vimeocdn.com/video/568350601_1280x720.jpg)
We use Photoshop and CBump when creating textures for the source engine. Source does not support Ambient Occlusion, but you can still burn it into the texture by copying it to a top layer and setting it to “Multiply”. This is referenced in the Material VMT file (which you will need for each texture anyway).
![crazy bump save as crazy bump save as](https://i.pinimg.com/originals/7c/7a/c3/7c7ac3a0f8d49f8fe06e2b80207a93c4.jpg)
Normal maps, on the other hand, are stored in a separate texture. Specular maps from Crazybump are used by the engine as $envmapmasks. The source does not support Parallax mapping natively (it exists, but is disabled, unless you have a coder that can enable it again), so the Displacement Map option can be safely ignored. Either way you get the picture, literally.A few remarks about Maps before we begin: I have included some of the files below, just right click and save as, though you will need to make your own tga files from the diffuse or just use the diffuse map for albedo.
![crazy bump save as crazy bump save as](https://iamsparky.files.wordpress.com/2011/09/rock-settings.png)
I am sick of not finding anything good on the market. The pack will be a freebie since it is my first time making these textures. I tried several times and I am not sure things are working right so I might have to make the whole thing in 4.9 as well as they are not exporting properly in 4.10. The biggest problem I am having at the moment is finding the right way to export the whole thing from Unreal Engine as I was creating these in 4.10. I don't use blender but a lot of people love blender so if you need it for Blender it is out there I believe. I hear there is also a program called Awesome Bump and Insane Bump but I know nothing of them. Afterwards I export out the various parts of the image into diffuse, normal, specular, ambient occlusion, etc. I can also use photos that I took with my iphone as the resolution is crazy beautiful and import them into something that will make it a seamless texture.
#Crazy bump save as mac#
You can get a copy of Crazy Bump here It has a windows and mac version.