Hi! I have a model which isn't lighten equally from different angles, wondering what's wrong, any help very appreciated!
https://thumbs.rapid...6ED9C4AAA50.jpg
https://thumbs.rapid...A08F57911D1.jpg
Glitches with lighting effects
Débuté par
Edrahil477
, août 10 2012 09:42
#1
Posté 10 août 2012 - 09:42
#2
Posté 10 août 2012 - 02:16
Could be an issue with your spec map, or maybe the MAO. Post the contents of your MAO for starters.
#3
Posté 11 août 2012 - 04:05
Here there are, mao, diffuse, normal and spec, running out of ideas whats to fix
https://rapidshare.c..._cth_dakk.mao|2
https://rapidshare.c...akk_0d.dds|4195
https://rapidshare.c...akk_0n.dds|4195
https://rapidshare.c...akk_0s.dds|4195
https://rapidshare.c..._cth_dakk.mao|2
https://rapidshare.c...akk_0d.dds|4195
https://rapidshare.c...akk_0n.dds|4195
https://rapidshare.c...akk_0s.dds|4195
#4
Posté 11 août 2012 - 05:26
Your normal map is wrong. The alpha channel is empty (white). If you are having trouble making DA normal maps and use Photoshop, try my DA NM PS Actions - http://social.biowar...m/project/8129/
Your spec map is wrong. The alpha channel is solid white. The spec alpha should pretty much never be 100% white, unless you are trying to replicate super reflective chrome or something. For cloth, which appears to be what you are making, experiment with values between about 45,45,45 (folds/dark areas) to 80,80,80 (raised surfaces/highlights). It doesn't need to be 2048x2048. 512x512 is fine for an armour spec map.
You don't have a proper tint map. Skin tints are defined by the tint map alpha channel. Default_Black.dds is only RGB, not RGBA, so either it will apply the skin tint to the whole texture (as if a white alpha) or to none of it (as if a black alpha). I suspect the former, but haven't tested it. Create a proper DXT5 with the RGB channels black and the alpha channel white for the skin areas and black everywhere else. It only needs to be 512X512.
Your MAO is using the defaults. You might want to look at some of the vanilla cloth MAOs for more appropriate values. Try something like this:
Your spec map is wrong. The alpha channel is solid white. The spec alpha should pretty much never be 100% white, unless you are trying to replicate super reflective chrome or something. For cloth, which appears to be what you are making, experiment with values between about 45,45,45 (folds/dark areas) to 80,80,80 (raised surfaces/highlights). It doesn't need to be 2048x2048. 512x512 is fine for an armour spec map.
You don't have a proper tint map. Skin tints are defined by the tint map alpha channel. Default_Black.dds is only RGB, not RGBA, so either it will apply the skin tint to the whole texture (as if a white alpha) or to none of it (as if a black alpha). I suspect the former, but haven't tested it. Create a proper DXT5 with the RGB channels black and the alpha channel white for the skin areas and black everywhere else. It only needs to be 512X512.
Your MAO is using the defaults. You might want to look at some of the vanilla cloth MAOs for more appropriate values. Try something like this:
<MaterialObject Name="pm_cth_dakk"> <Material Name="Character.mat"></Material> <DefaultSemantic Name="ArmourSkinTint"></DefaultSemantic> <Texture Name="mml_tDiffuse" ResName="pm_cth_dakk_0d.dds"></Texture> <Texture Name="mml_tNormalMap" ResName="pm_cth_dakk_0n.dds"></Texture> <Texture Name="mml_tSpecularMask" ResName="pm_cth_dakk_0s.dds"></Texture> <Texture Name="mml_tTintMask" ResName="pm_cth_dakk_0t.dds"></Texture> <Vector4f Name="mml_vFalloffParams" value="0.80 10.00 1.30 1.20"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="0.60"></Float> </MaterialObject>By the way, you should archive your files when uploading them like that. Dropping those three textures in a 7z archive reduces them from 12MB to 2.4MB. Less bandwidth and everything is together in a single download. If you make helping you a chore, you're less likely to be helped.
Modifié par DarthParametric, 11 août 2012 - 05:35 .
#5
Posté 11 août 2012 - 10:07
I heard that DXT5, interpolated alpha may causing problem, don't sure though
here's my upgraded textures - https://rapidshare.c...xtures.rar|4872
here's my upgraded textures - https://rapidshare.c...xtures.rar|4872
Modifié par Edrahil477, 11 août 2012 - 10:33 .
#6
Posté 12 août 2012 - 03:42
You generally want an interpolated alpha, especially for normal maps. The only reason people have objected to it is size (i.e. the impact on VRAM). An explicit alpha has sharp graduations, versus the soft graduations of interpolated. If your alpha is simple or has sharp contrasts (and if you're lazy and just have a solid colour in your spec map's alpha) you want an explicit alpha. If your alpha is complicated (i.e. has a lot of transitions in tone, especially graduated changes), you generally want interpolated. Your new spec map is missing its alpha altogether.
#7
Posté 12 août 2012 - 09:08
Yeah, I red on dawiki that alpha channel isn't important for spec maps and it may causes several problem
#8
Posté 12 août 2012 - 09:23
The alpha channel is what defines specular intensity.
#9
Posté 12 août 2012 - 05:17
Thanks, I didn't know about that, otherwise final result is very nice
https://rapidshare.c..._Armor.rar|2061
Is there a need to make lightmap for this? or for beard/sword
https://rapidshare.c..._Armor.rar|2061
Is there a need to make lightmap for this? or for beard/sword
Modifié par Edrahil477, 12 août 2012 - 09:52 .
#10
Posté 13 août 2012 - 01:11
Only static models used in the level editor (i.e. props) need a set of lightmap UVs. It's not required for character, weapon, creature or other animated models.





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