How do I get custom tile textures to be not so shiny? I tried to tone down the *_n texture but it didn't make much of a difference.
Shiny tile textures
Débuté par
Morbane
, avril 16 2011 09:31
#1
Posté 16 avril 2011 - 09:31
#2
Posté 16 avril 2011 - 03:32
paint.net solved this. no worries...
#3
Guest_Chaos Wielder_*
Posté 17 avril 2011 - 03:30
Guest_Chaos Wielder_*
Care to explain what the problem was? Someone else might want an explanation in the future. Anyways, I'm curious how you did it. I've never had the problem myself, but I'd like to know how to solve it if it came to it.
#4
Posté 17 avril 2011 - 07:15
Well I looked inside the MDB and found the normal map - it was a bright purple texture map basically. So I went into paint.net and went to Adjustments>levels and made the image b&w and much darker. It is not a perfect solution, the shinyness is still there but now my walls don't look like chrome any more - and they tint better now as well.
Modifié par Morbane, 17 avril 2011 - 07:16 .
#5
Posté 17 avril 2011 - 10:45
Edit the alpha layer of the normal map. It controls the specular of the map.
#6
Posté 18 avril 2011 - 07:45
The only alpha option I can find is when I go to save the dds. then it has 1bit and explicit and interpolated - i just tried saving as interpolated and i am going now to see how it came out also with darkening the image
#7
Posté 18 avril 2011 - 10:06
you have to look into the channels while editing or creating the dds with a 2d app like photoshop and gimp. the spec maps are stored as an alpha channel in the normal texture. it also helps to export the model with appropriate material information (spec and gloss amount).
#8
Posté 18 avril 2011 - 10:13
The images do not have any channels - at least not any more since editing them - but the latest result is pretty good - the shine is minimal/nil now plus tinting looks pretty good as well - it does not look washed out any more when tinted.





Retour en haut







