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Andy SKS - Ice Obelisk


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#1
PJ156

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Ice%20obelisk_zpswcxzdxms.jpg

 

Andysks,

 

Will this work for you? I think I can modify the normal map to give it some shine, Tchos did that for me in the wet marble items for SOAR I think I can see what he did.

 

It has very sharp edges. Are you looking for an obelisk made of ice, or an obelisk made of stone that was subsequent;y covered in ice. This looks more like the former?

 

PJ


  • andysks aime ceci

#2
andysks

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Hi Peter. This looks good for my purposes. I need one made of ice, to have a foe imprisoned inside. I think with some rescaling to make it thicker it is perfect for what I want. And about the shine, it will be placed in a very dark place so it should't make a difference. I'll give it shine with some light work :).



#3
Tchos

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Actually, the shine is even more important in low light areas.



#4
PJ156

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I think so too. Did you achieve the shine by altering the opacity of the normal map. I tend to set mine at around 30% opacity (if that is the right term). If I increase that number is seems to be come more shiny/reflective in game. Am I on the right track?

 

Andy, I was wondering if I could put my Ice texture as a layer over the stock texture. That would give you an ice coated stone obelisk I think. I will have a play. None the less, once I have set the normal map I will send this over.

 

PJ



#5
Tchos

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It's not opacity, though I don't know what it looks like in your image program.  It's the shade of grey used in the alpha channel of the normal map, not the RGB channels of the normal map.  The alpha channel is a map with 256 levels of grey, and wherever you paint a lighter shade, that part is shinier.  (White is shiniest, black is dullest.)

 

However, that alone will do nothing unless the model itself is set to use specularity in Gmax or other programs.  When you import an MDB into Gmax, it sets the specularity to 0, no matter what it was before.  For most models, I set it to 100%, with a glossiness of 20, and control the actual strength with the alpha channel of the normal map (it should be a proper map, not just a flood-filled channel, BTW).  For particularly shiny objects, like the shiny floor in my more recent variety pack post, or the pillar you wanted, I use a specular strength above 100%.



#6
PJ156

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I understand I think. I do not have the skill to manipulate the model so, in this case, Andysks will have the model as it is :)

 

PJ



#7
andysks

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I have no clue what these technical stuff mean, but I can understand when you guys say that some shine would be good for dark places when I think of it again. In any case, I would be glad with anything. I'll find a way to use it anyway :). Don't do any heavy extra work, for I'll feel bad :).