Hey guys I was using this action that i made in Photoshop to help setup my folders for when i'm starting to texture something. So i thought i would share it with you guys. It'll create a Diffuse,Spec,and Normals folder, then copy your uvs set them to screen mode then lock both those layers so you can't accidentally paint on them
Photoshop Action
1. Load Action
2. Import your UVs
3. Select that layer
4. Select UVW from the Actions menu
5. And now you have all your folders setup
Download Link
Replies
nice macro though
i'll actually trying to figure that out right now. ( but using actions instead a SWF Panel).
works just fine.
Can't you make an action that would create a new layer beneath each folder, run Apply Image, make all other layers invisible and run the Save Layers to Files script with the "Only visible layers" checked? Do you know what I'm getting at?
vtools does this
http://home.insightbb.com/~jamestaylor/index.htm
</pimp_for_harl>
Yeah, Harl's vtools do exactly what you say for exporting.
I actually made my own similar tools for work (with a few extra features and a whole lot less UI clutter!) but I don't think I can share them
thanks for sharing!
What are the benefits to the artist for keeping them separate? Seems like it would be harder to iterate on the texture that way?
I cant really think of any other reason tbh...
glad you can put to good use.
As for the one map approach here are the downfalls I've encountered in that pipeline. You don't have to agree with my view but the only advantage I've found to the 3 maps in one is it's easy to find the source texture when browsing a folder since there is only one source texture.
-photoshop runs out of ram on large maps, too many layers all in one map x3-4 if you have reflection maps in there too, especially if you use 16bit source textures which I don't recommend.
-can't scale maps easily to different sizes, ie spec 1/2 size of diffuse.
-different maps usually require some kind of grouping/naming convention and some kind of script to save out the different maps into .dds format, usually much slower than just hitting ctrl s and seeing your work in game/3d app.
I work genrally at 2k and then resize down to whats needed after everything is done.
This also gives the advantage of having larger textures if needed.
And i normally make an action to save any textures that require many iterations so its just a one button save after the initial recording.
But i guess it horses for courses...Whatever works best for an individual is fine by me
but i guess it depends how many iterations of a texture you need to do...if its only a couple then its prob. not worth the effort.