Specular Tex issue
Moderator: Moderators
Re: Specular Tex issue
err.. well, did I manage to fix it?
Re: Specular Tex issue
Ya, the metal spots are shiny now. It's pretty subtle b/c of the lighting angle and the fact that the heightmap is smooth & flat where the metal spots are (only one angle to glint).
Re: Specular Tex issue
... this is where you get normals :)smooth & flat where the metal spots are (only one angle to glint).
Re: Specular Tex issue
The new skybox sets the sun directly overhead, which may help.
Normals would probably be pretty complicated and I don't think they'd have the effect you expect, but maybe.
Normals would probably be pretty complicated and I don't think they'd have the effect you expect, but maybe.
Re: Specular Tex issue
i can confirm normals do have that effect. i once tried it:
Re: Specular Tex issue
Quick'n'dirty/poor-mans approach to normals: there's a Gimp plugin which converts greyscale image to normal map. If you just want to apply to metal spots, this might be an easy and quick solution...aeonios wrote:Normals would probably be pretty complicated ...
And now I wait for the Blender users to hit me
Re: Specular Tex issue
I think I would still take easy and quick over blender as long as easy and quick works well enough.qray wrote:Quick'n'dirty/poor-mans approach to normals: there's a Gimp plugin which converts greyscale image to normal map. If you just want to apply to metal spots, this might be an easy and quick solution...aeonios wrote:Normals would probably be pretty complicated ...
And now I wait for the Blender users to hit me
After taking a look at it it seems like it should be more than sufficient. I threw together a dev version in only a couple minutes and it was really easy:
https://www.dropbox.com/s/7k9m92z248isb ... 4.sd7?dl=0
Now I just need some confirmation screenshots and I think this map should be about finalized.
Re: Specular Tex issue
With the current normal map:
A bit on the dark side (normals are quite strong) - even when chaging viewing angle.
So I quickly tested with 50% tranparency on the normal map:
A bit on the dark side (normals are quite strong) - even when chaging viewing angle.
So I quickly tested with 50% tranparency on the normal map:
- Attachments
-
- LivingLands2.01_normals50.jpg
- (121.37 KiB) Not downloaded yet
-
- LivingLands2.01_normals.jpg
- (129.49 KiB) Not downloaded yet
Re: Specular Tex issue
hmm, that dark appearance most likely means the height contrast for the normals are too high. I was going based on the 3D preview in gimp, but it seems in game uses a different scaling.
I made up a new normal map with different settings. I'm linking the normal map only so you can just plug that in instead of downloading the whole map again:
https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
I made up a new normal map with different settings. I'm linking the normal map only so you can just plug that in instead of downloading the whole map again:
https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
Re: Specular Tex issue
New screenshot with the new normalmap file:
BTW: the slight 3D effect of the normals looks nice when changing viewing angle.
BTW: the slight 3D effect of the normals looks nice when changing viewing angle.
- Attachments
-
- LivingLands2.01_normalsnew.jpg
- (152.1 KiB) Not downloaded yet
Re: Specular Tex issue
I figured it would. :)
That's still a bit dark though. I think when I figure out the proper scaling factor I'll post it on the wiki for future reference.
Here's the next version of the normals, using 2.0 scaling instead of 3.0:
https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
That's still a bit dark though. I think when I figure out the proper scaling factor I'll post it on the wiki for future reference.
Here's the next version of the normals, using 2.0 scaling instead of 3.0:
https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
Re: Specular Tex issue
Get 404 when trying to download. You still need a screenshot?
Re: Specular Tex issue
- Attachments
-
- LivingLands2.01_normals02.jpg
- (155.21 KiB) Not downloaded yet
Re: Specular Tex issue
hmn, thanks for the help so far, but I ended up buying a gfx card so I can do this stuff myself. When I get that set up I think what I'm gonna do is try to make a normalmap for the entire diffuse instead of just the metal spots. I'm thinking that might look ridiculously awesome.
Re: Specular Tex issue
These metal spots with normals look like 10 times better than without normal mapping
ME WANT
Also all things considered, I don't think this kind of metal spot indication is very fitting for your map
ME WANT
Also all things considered, I don't think this kind of metal spot indication is very fitting for your map
Re: Specular Tex issue
Relying on normal maps causes issues when you are doing larger or oblong maps. why not make a neutral, nondamagable, always visible unit with a better normal map?