@Neo, ty!
@Metal
Yea I don't like GIMP at all, but you can get a dds plugin for it found
here.
I forgot where I got my TreExplorer, but I'll upload the one I got, it's working fine.
Download link
Well with layers, didn't want to post my Chest yet, but for display purposes, I'll do it, since it still has the core layers. The DDS.jpgs I posted here contain multiple layers in each different shot, just to show progress, not the actual layers.
I start off with with the obvious first layer above the background (Original) layer, then do "Black line" layer to make clear separations between surfaces, because it's a blurry nightmare. Then I create a "Edges" layer to unblur the surface edges themselves, I just paint thicker lines next to the black ones, so it's sharp overall. Then you're just left with the blurry and pixilated crap in between the edges, so I create another layer called "Smoothing" and just over paint and shade while trying to keep the original 'lighting' in tact. I'll attach pictures to the layers. Oh yea, and I usually have a "Test" layer to test crap out with out ruining the main work.
Once the 'cell shaded' like stuff is done, it's clean and the stretching is taken care off to the best extend, I make a few different kinds of layers for different kinds of dirt, be it in color or brush form, here basically, the more layers you have, the better, it's easier to erase things, etc. I also have 1 or two edited Photo textures of metal or other things above it, in Overlay or one of the Light modes, and maybe the opacity lowered. The final layer I have above everything, is another edge layer, white or really light grey, first a thick line, then erase little ridges into it, then make another layer under it, and slightly paint black or dark grey at the edges of the white, that's what creates the chipped paint/scratch effect. I'll post pics of these processes and layers on the Chest when I get to them, should be done tonight though, progress is coming along nicely.
When I want to test it in game, I first export it as a normal .dds, then I copy my .psd of it, open that up because I want to create my normal Map (texturename_n.dds).
To get a clean alpha map (How the light reflects), I usually disable any dirt layers, flatten the image, select the whole image (CTRL+A), then copy (CTRL+C), then in the history, go back to when I first opened it, so the image isn't flat anymore, go over to the Channel tab, and select the Alpha, then paste (CTRL+V) my earlier copy. It's automatically grey scale, but it's too dark. So I open up the Curves screen (CTRL+M), and adjust it so it's a lot brighter. Best is to save the Curves settings to a preset, so you always have it at a touch of a button, once you find a comfortable setting.
Now, with the Alpha done, I select the RGB in the Channels again, so they're visible but not the Alpha, then go back to my Layers, and disable the sharp white edge scratches and any dirt or unsmooth surface on top of my clean 'cell shaded' like texture, then go to Image>Adjustments>Vibrance and set both sliders to -100 to get greyscale, then go to Filters>NVIDIA Tools>NormalMapFilter, use the settings I have, apply it, then save the whole thing with _n.dds at the end, so for the Chest, it would be "armor_composite_chest_plate_n.dds" for example.
It's all a back and forth, I mostly do everything on the Smoothing layer now and just slowly build up on it. Be ready for a lot of loading in game, taking screenshots in the same positions each time, comparing, and using those as reference on where to fix/work on what.
Anyway, some screenshots to explain the layers a bit better. Note, I seem to have merged my Black line layer with the first round of basic shading, they're usually 2 separate layers, I end up merging some through out my process though. Trial and error.
Start:
Black Lines+ Simple Smoothing
Edges:
Smoothing:
Test:
http://img846.imageshack.us/img846/9838/testgx.png
Help + Scratch Reference (I marked them for later use from the original texture, so I could just overpaint them for now and not have to worry about it)
Alpha
DDS Export:
NormalMapFilter:
Don't be discouraged though, I'm glad I got at least one to at least toy around with it.
My first attempts sucked pretty hard, and the texture really looks ugly until MUCH later, but once you have one done, you kind of get an idea of when it starts looking good and ignore the ugliness throughout the progress. Comparing each state to the original is always an uplifting feeling though, lol, it keeps me going.
Edit: Forgot to mention, I pretty much use a standard round Hard brush and a modified copy with Flow Jitter set to Pen Pressure.
Edit 2: Also, the Alpha that I posted is for the _n file, NOT for the normal .dds, the Alpha in the normal one controls the color palette.
Edit 3: Forgot a step for the Normal Maps (_n), converting to greyscale before you use the NormalMapFilter:
"then go to Image>Adjustments>Vibrance and set both sliders to -100 to get greyscale,"