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normal maps problem


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#1
Trumpdog001

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Could someone tell me why i have strange lighting issues with this models normal maps? Is it the model itself or some problem with the mao or textures? http://s759.photobuc...12204141906.jpg
 any help would be apreciated

#2
DarthParametric

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Post the contents of your MAO.

#3
Trumpdog001

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- 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
DarthParametric

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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.

#5
Trumpdog001

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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
DarthParametric

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I should have said, does it use transparency? If not, change the semantic as I said.



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
mikemike37

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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)

#8
Trumpdog001

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my alphas on my texture are screwed up, the person helping me fixed the ones i sent is having a similar issue with an old model.
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
Trumpdog001

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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
DarthParametric

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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.

#11
Trumpdog001

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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
DarthParametric

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My feeling is it is unlikely to be a mesh issue, but anything is possible. Was this done in Blender perchance?

#13
Trumpdog001

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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
Trumpdog001

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Here is the textures and mao, if you want to take a look at them. This lighting issue is rather frustrating, the model looks fine with just the diffuse but gets all wacky with the maps applied.

http://www.mediafire...rb7119u92byj5w7

#15
DarthParametric

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Your spec and normal maps have solid white alpha channels. That's a serious issue for the normal map especially, as the alpha channel holds the X data (red channel in blue tangent space normal map). For the spec map, that will make it crazy intense (alpha channel controls intensity, RGB controls colour). If you want help with the normal map, post the original blue map and someone will convert it for you.

#16
Trumpdog001

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im a total noob with this type of stuff...im lucky that i can even get stuff ingame=P
waiting on a friend that made the textures to get back to me so i can get the textures

#17
Trumpdog001

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its good to know that it is infact the normal and spec maps...tried mine on a model with the same body and had the same issue with the lighting and then tried that models maps with my model and the lighting was correct...minus the texture looking funky with another armors maps behind the text.

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
DarthParametric

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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.

#19
Trumpdog001

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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
Trumpdog001

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Ty again, although armor textures and normals are out of my skill range with the alphas...the advice helped me out with my sword normal maps.

http://s759.photobuc...malsandspec.jpg

#21
DarthParametric

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If you can make a sword normal map you can make an armour normal map. They are identical in format. Not sure what you are referring to exactly with the alphas.

#22
Trumpdog001

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when i combined the armor textures with the body texture...the alphas were all screwed up. The armor

lightened and darkened with the skin tint you choose at the character creation.

#23
Trumpdog001

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I was using paintshop pro to do the texture work which is where all of my problems started. Using

photoshop CS3 and everything works fine now oO..

easier to deal with the alpha channels in photoshop than it is in paintshop.

#24
DarthParametric

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The alpha channel of the tint map is reserved for skin. You didn't specify a tint map judging by your MAO above, even though you used a tint semantic. You need to add one and in the alpha channel make the skin area white and everything else black. The RGB channels can be left all black, or you can use them to denote tint areas on the armour. Just make sure the skin area is left black in those. Save it as pf_arm_nmmas_0t.dds and add the following line to your MAO:

<Texture Name="mml_tTintMask" ResName="pf_arm_nmmas_0t.dds"></Texture>

Modifié par DarthParametric, 21 septembre 2010 - 07:49 .


#25
Trumpdog001

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sweet..ty thats all thats missing now^^ http://s759.photobuc...othfinished.jpg

Modifié par Trumpdog001, 21 septembre 2010 - 08:34 .