Model Oddities
#51
Posté 08 mai 2010 - 03:52
As I've said before, I SWEAR this model is cursed....
#52
Posté 08 mai 2010 - 04:13
#53
Posté 08 mai 2010 - 04:39
And speaking of learning things, it REALLY pays off to PROOFREAD one's MAO file more carefully. *FACEPALM*
Modifié par Ambaryerno, 08 mai 2010 - 05:26 .
#54
Posté 09 mai 2010 - 10:15
Once the Normal Map is applied, the entirety of weapons take on a sort of waxy appearance. This is fine for grips that are supposed to be leather, but the metal bits end up not looking like metal.
#55
Posté 09 mai 2010 - 10:48
#56
Posté 09 mai 2010 - 11:12
This is turning into a case of fixing one thing breaks another. Under regular RGB normal maps the color and metal-ness is fine, but the entire mesh is all-smoothed. I set individual smoothing groups, and it breaks the colors. Fix the normal maps to correct the color, now everything looks like very shiny plastic.
#57
Posté 09 mai 2010 - 11:18
#58
Posté 09 mai 2010 - 11:44
Well, the scratches and detailing of handle should not affect the blade overall, only the areas where they are actually placed i.e. spots on the edge and the handle. Unless you are doing something else in the normal map.Ambaryerno wrote...
Unfortunately, there's stuff there like small scratches and dings along the edge of the blade, while the pommel on the Cousland sword has a lot of raised/sunken details that would be a pain, much less require WAY too high of a poly count, to actually model. Both the guard and pommel of the warden sword you can also see have a good bit of detailing.
It sounds like something is (still) wrong with the normal map and/or specular map you are using. These can be difficult to get right. I'd reccomend to really take a look at the default weapon maps which come with the game, going as far actually as using them as starting point for your own work.This is turning into a case of fixing one thing breaks another. Under regular RGB normal maps the color and metal-ness is fine, but the entire mesh is all-smoothed. I set individual smoothing groups, and it breaks the colors. Fix the normal maps to correct the color, now everything looks like very shiny plastic.
Or could you maybe zip and upload your normal/specular maps to somewhere, so they can be inspected?
#59
Posté 10 mai 2010 - 12:05
I'm also having problems telling whether the game is reading the high/lows correctly. There's some parts of the Cousland sword that should look engraved that instead appear to be raised instead, even if I try inverting the colors.
#60
Posté 10 mai 2010 - 12:11
Normal and Spec maps for the Family Sword are up on the Project page.
#61
Posté 10 mai 2010 - 01:27
#62
Posté 10 mai 2010 - 01:34
* the specular map has the alpha channel set to full white. As discussed, this means the whole sword is given full intensity of specular highlights and as such will shine like dog's bollocks.
* related to this -- the material file you quoted earlier seems to be missing some textures. This is what the default weapons use as their .mao file instead:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<MaterialObject Name="W_LSW_LS01a_0">
<Material Name="Weapon.mat"></Material>
<Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>
<Texture Name="mml_tDiffuse" ResName="w_lsw_fama_0d.dds"></Texture>
<Texture Name="mml_tNormalMap" ResName="w_lsw_fama_0n.dds"></Texture>
<Texture Name="mml_tSpecularMask" ResName="w_lsw_fama_0s.dds"></Texture>
<Texture Name="mml_tTintMask" ResName="w_lsw_fama_0t.dds"></Texture>
<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.50 1.50"></Vector4f>
<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
</MaterialObject>
i have given the sword a completely blank tint texture (full black) so it doesn't affect the render. The "lightmap" entry might be making a difference though. When i view the sword in game it looks pretty metalic to me.
I have put a completed package here so you check it on your end: http://social.biowar...ct_file_id=4342 it replaces the dwarven longsword, for testing purposes.
On separate note, i wouldn't try to push too much detail in the normal maps. The way they're compressed means quite serious reduction in fidelity (the alpha channel of texture is compressed using 4x4 pixel blocks and interpolation) so any smooth gradients and thin lines are given to be lost in the process or at least corrupted.
#63
Posté 10 mai 2010 - 02:22
I was able to get it into an angle where I could get a better look at the mesh, and the Normal map does look like it's working correctly. It's just very hard to get a close enough look at the Normal Mapped components in the game.
Thanks for the help, guys. I think I've got enough going forward to handle the rest of the weapons. Well, except for the insane amount of work left to do....
If anyone out there has some free time to help churn out some textures I'd be much obliged...
#64
Posté 10 mai 2010 - 03:31
#65
Posté 10 mai 2010 - 04:36
#66
Posté 10 mai 2010 - 05:55





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