Random wip 2012+
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Re: Random wip 2012+
SMALL CARS ARE BACK! <3
Re: Random wip 2012+
looks nice on seths ravine, it has a texture 2 aplyed, i havent aplyed the normal map yet
- Pressure Line
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- Joined: 21 May 2007, 02:09
Re: Random wip 2012+
Imo the roof tiles need to be larger, so that they stay visible as a 'tile' pattern as you zoom out. Also the specular/reflection map making *everything* polished/shiny looks a bit odd. Otherwise lookin good!
*edit* regarding the reflectivity:
*edit* regarding the reflectivity:
Pressure Line wrote:Only gripe is reflectivity. More specifically the overuse of, imo reflectivity should be used to highlight any bare metal parts.
If you will notice the strut housings and the springs are caked in dirt and dust, and although they are shiny (but not really reflective) if you clean them there is MAJOR contrast to the cylinder itself which is shiny and smooth by virtue of being self oiling/cleaning. Moving along with the car analogies, think about classic American cars and the acres of chrome on them. If the whole car was that reflective there wouldn't really be any point in having the chrome trim, because it wouldn't stand out against the car.
Just my thoughts on the issue, take them or leave them :)
Re: Random wip 2012+
Pl, while I do agree his intensity is too high, many things in life have various gradations of specular. Even human skin.
- Pressure Line
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Re: Random wip 2012+
ofc everything has some specularity, but that building has spec/reflect like it's just been polished to a high shine. Whereas the main texture looks like weathered stone.
also important, the spec/ref doesnt appear to have any gradation, it's just blanketed across the entire surface, which ruins the effect imo.smoth wrote:various gradations of specular.
Re: Random wip 2012+
This!Pressure Line wrote: also important, the spec/ref doesnt appear to have any gradation, it's just blanketed across the entire surface, which ruins the effect imo.
S3o rendering does not separate specular and reflectivity, and you have no control over the specular exponent. This can still be made to work, the easiest way is to modulate (multiply blend in photoshop) the reflectivity channel with the b&w color of the diffuse texture.
- Pressure Line
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Re: Random wip 2012+
While that is technically true, you can modify the standard s3o shader to use the blue tex channel for specular instead of having it share the green channel with reflectivity. Its a 1 or 2 line change.Beherith wrote:S3o rendering does not separate specular and reflectivity
Agree with the rest.
Re: Random wip 2012+
That should be made the default, there's no need to 'save' a channel anymore, rendering extras (e.g. normalmapping etc) will be done via lua
Re: Random wip 2012+
I don't agree flozi we can override the default if we need to, I feel it should stay that way
Re: Random wip 2012+
Why? Backwards compat with existing content? (in which case, change the default and those requiring BC can edit the shader)smoth wrote:I don't agree flozi we can override the default if we need to, I feel it should stay that way
Re: Random wip 2012+
Because it would require all old models have their texture2 updated. For maps with features already included they would have to be updated as well.
If it was a per model basis that would be one thing but 100s of textures would have to be updated beyond just the project's assets
If it was a per model basis that would be one thing but 100s of textures would have to be updated beyond just the project's assets
Re: Random wip 2012+
Pretty sure I already answered that, with the exception of maps. How many features are properly texture-2'd?
Re: Random wip 2012+
Don't see where you answered that.
Dunno, you want me to go count? Because I don't wanna do that. Considering all features would lose specular or reflective we are talking global downgrade in appearances.
Dunno, you want me to go count? Because I don't wanna do that. Considering all features would lose specular or reflective we are talking global downgrade in appearances.
Re: Random wip 2012+
0. It will ideally change some time.
1. Change default to separated specular and reflection - all new content is created to this standard, the problem doesn't grow any larger.
2. Games that want / require backwards compatibility can edit the shaders *back* to how they were. This is just the reverse of what we have now.
3. 'all features' is ridiculous, nowhere near all models even have a texture2, nevermind a well constructed one. And this is negated by #2 anyway, games that are bothered about it can use the old way if they think it will give them better map visuals.
1. Change default to separated specular and reflection - all new content is created to this standard, the problem doesn't grow any larger.
2. Games that want / require backwards compatibility can edit the shaders *back* to how they were. This is just the reverse of what we have now.
3. 'all features' is ridiculous, nowhere near all models even have a texture2, nevermind a well constructed one. And this is negated by #2 anyway, games that are bothered about it can use the old way if they think it will give them better map visuals.
Re: Random wip 2012+
or we will move to a different better shader system which allows us to specify material shader on a per model level..FLOZi wrote:0. It will ideally change some time.
We have TONS of people generating content now.FLOZi wrote:1. Change default to separated specular and reflection - all new content is created to this standard, the problem doesn't grow any larger.
the inverse is also true flozi.FLOZi wrote:2. Games that want / require backwards compatibility can edit the shaders *back* to how they were. This is just the reverse of what we have now.
many of them do use a texture 2 if only one that applies a blanket specular/glow.FLOZi wrote:3. 'all features' is ridiculous, nowhere near all models even have a texture2, nevermind a well constructed one. And this is negated by #2 anyway, games that are bothered about it can use the old way if they think it will give them better map visuals.
Re: Random wip 2012+
Years away. At best.smoth wrote:or we will move to a different better shader system which allows us to specify material shader on a per model level..FLOZi wrote:0. It will ideally change some time.
Which is why it should be changed asap.smoth wrote:We have TONS of people generating content now.FLOZi wrote:1. Change default to separated specular and reflection - all new content is created to this standard, the problem doesn't grow any larger.
But it's not, because of spreading the contagion!smoth wrote:the inverse is also true flozi.FLOZi wrote:2. Games that want / require backwards compatibility can edit the shaders *back* to how they were. This is just the reverse of what we have now.
And doing away with blanket specular/reflection (as criticised in the above model!) will probably only make things look better...smoth wrote:many of them do use a texture 2 if only one that applies a blanket specular/glow.FLOZi wrote:3. 'all features' is ridiculous, nowhere near all models even have a texture2, nevermind a well constructed one. And this is negated by #2 anyway, games that are bothered about it can use the old way if they think it will give them better map visuals.
Re: Random wip 2012+
maybe, what about jk's shader stuff?FLOZi wrote:Years away. At best.
that was sarcasmFLOZi wrote:Which is why it should be changed asap.smoth wrote: We have TONS of people generating content now.
what contagen? no one is making anything.FLOZi wrote:But it's not, because of spreading the contagion!
You would only do away with half of it.FLOZi wrote:And doing away with blanket specular/reflection (as criticised in the above model!) will probably only make things look better...
keep in mind, I have no dog in this fight, I am just discussing the merits/negatives.
Re: Random wip 2012+
I thought TONS of people sounded a little.. overenthusiastic
- Pressure Line
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- Joined: 21 May 2007, 02:09
Re: Random wip 2012+
Less talking, MOAR ARTZ!!!
Re: Random wip 2012+
I like the middle one.. very thoughtfull to store the toilettpaper there where it is needed- meaning were enemys might having troublz.