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…
nice would be some JS that would export each layer-folder to its seperate local file (tif, tga, png,...) based on the folder-layer name. If I would have the time I would read my self through some of the adobe documentations and create a SWF panel. nice macro though :)
In CS4 you have File > Scripts > Save Layers to Files 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? :)
Putting spec in alpha channel as pointed out means greyscale spec also means pain in the ass to edit, no layer support so you have to keep making edits to your spec elsewhere and then cutting pasting into the alpha channel. For me it's annoying As for the one map approach here are the downfalls I've encountered in that…
Nice setup script ;) 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 :(
Making an action per texture isn't an option if you're an environment artist, way too much content to create and edit, and re edit, and edit someone else's work. You'd blow your whole schedule just setting up to do any work. As for the bigger source texture size, I've worked with a couple pipes that let you scale down by…
Making an action to save a texture only takes 10 seconds, then its a mouse click away :S 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.
Personally i would save the packing of the spec until after the texture was finished and i was making final optimisations and the same goes with the resizing. 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…