YouGroove Posted July 15, 2013 Share Posted July 15, 2013 I have a dynamic normal map only shader. When displayed in material editor seems ok. But specular comes and is too strong on model editor and running the game ? In properties of material the specular color is black. So from where comes the strong specular ? Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 16, 2013 Share Posted July 16, 2013 You need to convert the normalmap, leadwerks stores z in the alpha channel. just resave the normalmap as normalmap in the mat editor. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 What to convert ? my normal map is a standard normal map. I drag and drop normal map texture in LE3 and checked "normal map" checkBox, than saved the texture as ususal. And the main big problem is specular, i use a normal map shader noly , not normal+specular. So i expect the object to be normal mapped only, specially if specualr on properties of material is black color. I hope we won't complicate workflow with "work around" solutions ? I drag and drop the normal map, choose normal shader, it just should work without me doing anything else. this shader worked great on the past, when i tested it , why should it not work today ? Stop toying and make games Link to comment Share on other sites More sharing options...
Pancakes Posted July 16, 2013 Share Posted July 16, 2013 There is no universally standard normal map. You have to understand the Blender is going to save differently than Maya, and Maya is going to save differently than 3dCoat unless you intentionally go in there and line them all up. Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
shadmar Posted July 16, 2013 Share Posted July 16, 2013 At some point this was changed, seems like height is stored in z again. Then I don't know other than it works when I try. I can't really see any specularity in your pics yougroove. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted July 16, 2013 Share Posted July 16, 2013 I've seen stuff like this also. Why does the in editor/game look so much different, brighter, than in the model editor? I've seen the same thing. He must just be assuming it's the spec, but maybe it's not. Why the difference in visual output? Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 @shadamar : A normal simple map shader will never look bright like that. Or it's a normal map shader with some specular parameters. Really strange what is going on caus looks really like specular indeed if you already played with shaders. A simple normal map only will never show such intensity "specular" like. A test in Marmoset : diffuse + normal map onlt (no specular) Super strange lol Marmoset is a reference among 3D artists. We can't be stupid and just say LE3 is doing wrong this time A test in noather super known 3D engine : color and normal map only : I'm lot more ok with that version where the light is going diffuse and normal map only. We don't have specular : this is what i wanted. Because of Marmoset test, i just can say something must be wrong ont the normal map or diffuse map (3D coat export SSAO and other stuff on the diffuse, is hould chek parameters and normal map rendering settings) Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Another LE3 test : Others diffuse,normal map,spec shaders on floor and walls are not "shining like a santa tree but they are "lightmap" shaders what is not the same as dynamic also. I think it must be a problem with model and textures i htink. @Rick: Did you have a visual change like "spcular", with some models using normal map shader you used before ? Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 16, 2013 Share Posted July 16, 2013 Looks like might your models normals are screwed. What happens if you resave your model in LE3 model editor. 1. doubleckick the model in LE3 2. Tool->Calclulate Normals, Apply, OK 3. File->Save HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Same Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 16, 2013 Share Posted July 16, 2013 Ok, shaders and lights are ok as far as I can see, here an imported geosphere using plain normalmapping and diffuse+normal.shader. direct light+ one point(red). So either your model has wierd normals or your normalmap is not a correct normalmap. Perhaps you should post your files. 1 HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Thanks that confirms, it's my 3D art. Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted July 16, 2013 Share Posted July 16, 2013 So how can we fix this? I have this issue with purchased art even after doing the normals thing in the model editor. Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Rick : Ok, so this problem seems real with different rendering depending on what software made the textures. Do you have marmoset tool to test ? @shadmar: here is the files: http://www.megafileupload.com/en/file/435362/tree-7z.html Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted July 16, 2013 Share Posted July 16, 2013 No clue what marmoset tool is or how to use it Isn't this a model issue not a texture issue? Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Strange, material is ok on mat viewer. But wrong on model and in game ? Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 I would like it to look like in mat editor view Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Strange works good on a previous model ?? Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 16, 2013 Author Share Posted July 16, 2013 Normal map ok with no colors problems ro specular problem ? Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 17, 2013 Share Posted July 17, 2013 Here is your model with repaired nomals (group smoothing 35.0 angle). Re-exported from UU3D. Should look like this with your material : tree.zip 1 HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 17, 2013 Author Share Posted July 17, 2013 Great Shadmar. What do you mean repaired ? I usually export from blender with "calculate normal out" and with before smooth applied to all faces. No angle to specify and it worked lot of times ? Perhaps 3D Coat V4 problem ? I'll try to find from wheer in the process it fails (3D coat export, Blender import ) ? Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 17, 2013 Share Posted July 17, 2013 Or maybe LE's fbx importer, or export settings etc. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 17, 2013 Author Share Posted July 17, 2013 Strange it worked with another 3D model i tested with last update of Leadwerks 3. Made another model on 3D coat, directly exported to FBX without needing to use Blender and all is fine in Leadwerks 3. Strange, but at least it works that way. Stop toying and make games Link to comment Share on other sites More sharing options...
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