normal maps problem
#1
Posté 13 septembre 2010 - 12:59
any help would be apreciated
#2
Posté 13 septembre 2010 - 02:57
#3
Posté 13 septembre 2010 - 04:31
<!-- Exported by Material Editor --><!-- dc:source=file:///C:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/CTH_NBL.matproj --><MaterialObject Name="PF_ROB_CHAa">
<Material Name="Character.mat"></Material>
<DefaultSemantic Name="AlphaArmourSkinTint"></DefaultSemantic>
<Texture Name="mml_tDiffuse" ResName="pf_arm_nmmas_0d.dds"></Texture>
<Texture Name="mml_tNormalMap" ResName="pf_arm_nmmas_0n.dds"></Texture>
<Texture Name="mml_tSpecularMask" ResName="pf_arm_nmmas_0s.dds"></Texture>
<Vector4f Name="mml_vFalloffParams" value="0.70 1.91 0.75 1.36"></Vector4f>
<Float Name="mml_fSpecularReflectionMult" value="1.19"></Float>
</MaterialObject>
see anything wrong?
the lighting is like a checker board...
Modifié par Trumpdog001, 13 septembre 2010 - 04:32 .
#4
Posté 13 septembre 2010 - 08:44
#5
Posté 14 septembre 2010 - 12:42
DarthParametric wrote...
Are you actually using an alpha mask? If not, try changing the semantic to "ArmourSkinTint". You should also change your MAO name to something unique. It should be the same as the file name.
the mao has the same name as my texture.The armor shows some skin and the texture uses alpha channels.
Someone told me that it could be the model but i have no idea what could be wrong, looks fine in bleneder but lights up like a checker board ingame. with out the normal and spec textures it looks fine
Modifié par Trumpdog001, 14 septembre 2010 - 12:44 .
#6
Posté 14 septembre 2010 - 03:02
As far as the MAO name goes, I assume you mean the filename is pf_arm_nmmas.mao? In that case, change this"
<MaterialObject Name="PF_ROB_CHAa">
to this:
<MaterialObject Name="pf_arm_nmmas">
You may need to post all your textures for us to look at. We'll need to see all 4 channels, so either post the DDS files or put all 4 side-by-side in a JPG.
#7
Posté 14 septembre 2010 - 03:43
What are you using for your "flat" grey? the average colour for your normal map should be 128-grey. Be sure to check both your X and Y (RGB and Alpha channels)
#8
Posté 14 septembre 2010 - 03:50
I created a new one, waiting on him to send over his fixed textures and maps to see if the problem persists with a new freshly done model with properly done textures.
if it persists ill post the textures.
I cant see it being the model honestly, i really think its a texture or mao problem.
Can mirror copying models cause lighting issues, reversing the light and darkness the wrong way? if that made any sense to you.
a few pieces were duplicated and then mirrored acrossed the X axis to match the other side.
My typing is terrible and i apologize lol
#9
Posté 14 septembre 2010 - 03:54
mikemike37 wrote...
Throwing ideas out...
What are you using for your "flat" grey? the average colour for your normal map should be 128-grey. Be sure to check both your X and Y (RGB and Alpha channels)
It might be my normal maps...i used crazy bump to create the normals and i noticed that DA normals are grey. will check that out after i get my fixed textures. I have no experience with textures. will let you know later
#10
Posté 14 septembre 2010 - 07:18
#11
Posté 14 septembre 2010 - 04:20
DarthParametric wrote...
Ah, you aren't using proper DA normal maps? Take the blue normal map, copy the red channel to the alpha channel, then copy the green channel to the red and blue channels.
i think its the model....when i created it, i had to seperate some pieces of the armor to make them fit correctly.
I chose seperate as group and it created a bunch of stray/damaged verticies through out the model. Could that cause funky lighting issues? The textures and maps are all correct. my textures and maps were wrong anyway btu i got someone to create proper ones and the problem persisted.
gonna create a fresh model without deleteing meshes or seperating them and see if that solves the problem
Modifié par Trumpdog001, 14 septembre 2010 - 04:28 .
#12
Posté 14 septembre 2010 - 06:42
#13
Posté 15 septembre 2010 - 12:33
DarthParametric wrote...
My feeling is it is unlikely to be a mesh issue, but anything is possible. Was this done in Blender perchance?
Yeah...i replaced an existing model and then renamed the file and changed the references in the toolset to make it
standalone.
#14
Posté 15 septembre 2010 - 01:35
http://www.mediafire...rb7119u92byj5w7
#15
Posté 15 septembre 2010 - 03:23
#16
Posté 15 septembre 2010 - 03:49
waiting on a friend that made the textures to get back to me so i can get the textures
#17
Posté 15 septembre 2010 - 10:34
Anyone know of any good tutrorials on dealing with DAO textures the correct way so i'm not relying on other ppl to do
the work that im not capable of doing atm?
Ive searched aound a bit and couldnt find anything that will help me.
Modifié par Trumpdog001, 15 septembre 2010 - 11:25 .
#18
Posté 16 septembre 2010 - 04:09
DA really only requires some specific file formatting in a few instances, rather than a unique construction method. The most obvious example is the normal map. I described the format above, but here's the info again. There is also this page on the toolset wiki (although now that I look at it again, it could do with some refinement/expansion). And of course a very helpful resource is the vanilla game assets. Look at similar vanilla models and see how their textures are done.
#19
Posté 16 septembre 2010 - 04:38
DarthParametric wrote...
For the most part, textures are a non-DA specific process, so you won't find a lot of tutorials on the basics of making them. There should be a bunch of generic texture tutorials around for games and CG work that apply equally well to DA - try Google.
DA really only requires some specific file formatting in a few instances, rather than a unique construction method. The most obvious example is the normal map. I described the format above, but here's the info again. There is also this page on the toolset wiki (although now that I look at it again, it could do with some refinement/expansion). And of course a very helpful resource is the vanilla game assets. Look at similar vanilla models and see how their textures are done.
tyvm
#20
Posté 21 septembre 2010 - 12:26
http://s759.photobuc...malsandspec.jpg
#21
Posté 21 septembre 2010 - 04:01
#22
Posté 21 septembre 2010 - 06:59
lightened and darkened with the skin tint you choose at the character creation.
#23
Posté 21 septembre 2010 - 07:43
photoshop CS3 and everything works fine now oO..
easier to deal with the alpha channels in photoshop than it is in paintshop.
#24
Posté 21 septembre 2010 - 07:48
<Texture Name="mml_tTintMask" ResName="pf_arm_nmmas_0t.dds"></Texture>
Modifié par DarthParametric, 21 septembre 2010 - 07:49 .
#25
Posté 21 septembre 2010 - 08:32
Modifié par Trumpdog001, 21 septembre 2010 - 08:34 .





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