YouGroove Posted July 27, 2013 Share Posted July 27, 2013 working in a character i wanted to preview in LE3 already, but normal map mess up in model editor ? Anyone have some idea on the problem ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted July 27, 2013 Share Posted July 27, 2013 And you did Tools->Calculate Normals from the model editor in LE? Quote Link to comment Share on other sites More sharing options...
Josh Posted July 27, 2013 Share Posted July 27, 2013 Post files? Recalculating the normals will take an educated guess at what it should look like, but will never be 100% accurate for a complex model. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
knocks Posted July 27, 2013 Share Posted July 27, 2013 I don’t use le 3, perhaps you need to invert the green channel of your normal? Also try changing the normal maps export format in 3d coats preferences. Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
tjheldna Posted July 27, 2013 Share Posted July 27, 2013 Invert the Y channel on the normal map texture? Quote Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 Thanks, i tried everything, even every invert. I finally find it's "bumpiness" that is set to 1, you need to decrease to values like 0.2 or 0.1 in some cases like this one. Other problem is specular that seems to not read my spec map ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 Other problem is specular that seems to not read my spec map ? http://www.leadwerks.com/werkspace/topic/7222-specular-on-full/ Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 I's already commented on line 87. And this don't work. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 Yeah there is another issue with the shader After uniform sampler2D texture1;//light map Add uniform sampler2D texture2;//spec map Find vec4 color_specular = materialcolorspecular; Replace it using : vec4 color_specular = materialcolorspecular*texture2D(texture2,ex_texcoords0); 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 In model editor , the model is Y axis mirrored, i can't dezoom also, and material don't drop on it, model stays white color. Even the ball on material editor don't appear. You have tested it on one model ? (perhaps i done somehting wrong ?) If i put back vec4 color_specular = materialcolorspecular; All is back to normal but with full specular only. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 Maybe you missed a semicolumn or something. Does the shader compile? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 I didn't do a copy/paste of your text , and had ex_textcoords0 instead of ex_texcoords0. It works, but the problem remains, as the model is ok , but full specular. And i see another problem like colors that are not smoothed, even if i use a simple dynamic normal map shader without specular ? If i use dynamic diffuse only, colors are flat and ok. Seems the color problems is more a problem with my normal map ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 That is very hard to tell from just looking at your pictures. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 It's easy to see that colours are weird. Here is painting the low poly model on 3D coat : color for skin simple, is flat good looking not weird or distortion on color. It must be a problem with my model and textures. It works bad on another 3D engine. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Author Share Posted July 27, 2013 ok, 3D Coat layers don't are merged well before export, after merging them manually all was lot more good. And it's better to export symmetric model directly from 3D Coat in FBX format already mirrored. But full specular problem remains : the shader don't reda the specular map. For me it really matters to have specular working, i must be the only one using normal map + spec map on characters or models. I can put specular map on alpha channel of normal map as it is some 3D coat export option also. Just wishes LE3 to be able to work with specular maps. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted July 28, 2013 Author Share Posted July 28, 2013 we are not lof of 3D artists here, this is more programmers heaven Anyway, for people using 3D Coat : Don't keep 3D Coat normal map calculation and export in 3D coat format (strange format ...) Choose in 3D Coat Preferences : Maya the two normal map parameters http://www.leadwerks.com/werkspace/topic/7305-3d-coat-normal-map-settings/ Even without specular map the result is now lot better, even normal map effect is same now as 3D coat viewport. For the model i'll use normal map only for now, and see if i can attach easyly or not by code some shiny objects ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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