Rekindled Phoenix Posted January 3, 2010 Share Posted January 3, 2010 Modeling simple objects, unwrapping them and applying textures, creating normal maps are all cake. Making the model look good in Leadwerks (with the right MAT file settings) seems to be difficult for me. Please tell me what I should modify to make this rock look better. Here is a RAR file with all files for this very simple rock. Rock Files Does the alpha layer in the normal map need alteration? What adjustments would you make to the MAT file? Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 3, 2010 Share Posted January 3, 2010 Hi RP, well for my taste, way too "shiney" .. I simply changed the .mat to: texture0="abstract::rockset-dirt-smallDIF.dds" texture1="abstract::rockset-dirt-smallNOR.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" Which for me was a 100% improvement. Again its all down to taste. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 3, 2010 Author Share Posted January 3, 2010 Hi RP, well for my taste, way too "shiney" .. I simply changed the .mat to: texture0="abstract::rockset-dirt-smallDIF.dds" texture1="abstract::rockset-dirt-smallNOR.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" Which for me was a 100% improvement. Again its all down to taste. In the Model Viewer and Sandbox [2.28], specular lighting isn't being displayed as expected... or at all. Is there something you can recommend that might fix this? Quote Link to comment Share on other sites More sharing options...
Niosop Posted January 3, 2010 Share Posted January 3, 2010 I think 2.28 and 2.3 handle spec differently. I can't say for sure as I don't have anything < 2.3 but someone else mentioned it in another forum. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 3, 2010 Share Posted January 3, 2010 Can't help with that Q RP .. as I dont know about a spec prob. But I did forget to mention, it is a really nice rock model Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 3, 2010 Author Share Posted January 3, 2010 I think 2.28 and 2.3 handle spec differently. I can't say for sure as I don't have anything < 2.3 but someone else mentioned it in another forum. 2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know... Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 3, 2010 Share Posted January 3, 2010 2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know... I thought that was just for terrain textures? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 4, 2010 Author Share Posted January 4, 2010 I thought that was just for terrain textures? Oh... then how does it handle model specular textures? Quote Link to comment Share on other sites More sharing options...
macklebee Posted January 4, 2010 Share Posted January 4, 2010 does the modelviewer even show specular? unless its been changed recently, i don't think it has for a long time... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 4, 2010 Author Share Posted January 4, 2010 I don't know for sure. I can't see any specular lighting on the model within the Sandbox either. And I just did an LE refresh last night. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 4, 2010 Share Posted January 4, 2010 2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know... and it still does in 2.3 as far as I'm aware Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Share Posted January 4, 2010 Oh... then how does it handle model specular textures? from the models .mat files as far as I know .. maybe the models .mat defaults to using the A channel of the normal map when no spec map is referenced and specular is called? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted January 4, 2010 Share Posted January 4, 2010 it still uses the alpha channel of the bumpmap... from the mesh.frag file: #ifdef LW_SPECULAR shininess = bumpcolor.a*specular;//*fOcclusionShadow #endif are you setting the value of specular in your mat file? for example: texture0="abstract::oildrum01.dds"clamp0=0,0,0 texture1="abstract::oildrum01dot3.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=1.00000000 bumpscale=1.50000000 gloss=0.250000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow.vert","" Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 4, 2010 Author Share Posted January 4, 2010 Is the rocks shape decent? Any critiques on the normal shading? Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Share Posted January 4, 2010 it was a very nice shaped rock Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 4, 2010 Author Share Posted January 4, 2010 it was a very nice shaped rock Great, I'll be creating more of the same type and releasing it for download. Sand, Snow, and Grass types will be available in the future. 1 Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Share Posted January 4, 2010 Great, I'll be creating more of the same type and releasing it for download. Sand, Snow, and Grass types will be available in the future. I look forward to those, you can never have too many rocks Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted January 4, 2010 Share Posted January 4, 2010 I look forward to those, you can never have too many rocks if you could possibly just make a cave, it would save alot of time for Marley who has this infatuation with making cave-like structures with all of his models Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 4, 2010 Author Share Posted January 4, 2010 hehe. I'll think about it. Caves are always fun, especially if they are modular like the TES Construction Set. BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname Nevermind, found it. Blender's export defaults to the UV texture as the MAT filename. Quote Link to comment Share on other sites More sharing options...
Niosop Posted January 4, 2010 Share Posted January 4, 2010 hehe. I'll think about it BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname It uses the name of the texture that's assigned in the modeling program. I really wish there was a way to change it, it would save me a lot of headache. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
macklebee Posted January 4, 2010 Share Posted January 4, 2010 hehe. I'll think about it BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname well the only way i know to do that at the moment is in your modeling app or uu3d... the texture stated in the gmf file actually is referenced by the mat file of the same name... if you wanted to change textures you could always assign different textures inside the mat file... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
wailingmonkey Posted January 4, 2010 Share Posted January 4, 2010 there seems to be *some* difference in model-viewers, but I was comparing 2.26 to 2.3 when I tested...anyhow, here's a screenie of the rock in 2.3 with edits I made to the specular. (below) I've uploaded all my changes here: http://www.mediafire.com/?nm4wwmz1izm and you will see that the 'new_SPEC.tga' is way more subtle in terms of value and highlights. I also edited your .mat file values for spec and gloss to 1.5 and .5, respectively. Take note of the 'spec-changes-screenie.jpg' in the .rar file to see how drastically different the specular alpha values look in 2.22's TextureTool.exe program that Josh made for us way back when. (I'd advise you download it for your future material edits, as it's quite handy) Of course, maybe you are going for a very shiny wet rock and should disregard all of the above... *edit* By the way...you may want to edit your UVs a little so you can take care of the seam issue you've got going right now...or maybe not. Quote Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 5, 2010 Author Share Posted January 5, 2010 I've now released the set of three rocks with one LOD model each More coming soon! Get the rock set here Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted January 5, 2010 Author Share Posted January 5, 2010 By the way...you may want to edit your UVs a little so you can take care of the seam issue you've got going right now...or maybe not. For some reason 2.28 isn't showing any specular at all in the Sandbox... I don't see the seam bug you are talking about, but I will definitely look into the specular changes and add an options for those that want it. I actually like your specular changes a little better than my version. Thanks for the help. EDIT: Added your DDS, and a ReadMe.txt giving you credit. Quote Link to comment Share on other sites More sharing options...
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