Author Topic: Question on specular mapping and lighting  (Read 1243 times)

0 Members and 1 Guest are viewing this topic.

Offline Lynx

  • 211
Question on specular mapping and lighting
'

You'll sure see my dileamma when you check this screenshot out.
Due to the vertex based lighting, flat surfaces tend to look like feces in the FS engine very often. Is there actually a way to fix that without reconverting the model without smooth shading orreworking the model and trying through a bazillion of different vertex combinations until I get it right? Even if that can't get fixed now, at least make that ship look right in the planned Ferrium engine.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Question on specular mapping and lighting
are you useing the facet build, from the looks of it you should use a very shalow facet angle, the smoothing is done through vertex normals there is no way to alter the shadeing without reconverting

why are you smooth shadeing such an unsmooth ship
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Lynx

  • 211
Question on specular mapping and lighting
Didn't knew that. Actually I'm not the guy who converts this babies. Looks like I have to talk to the guy who does that.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
Question on specular mapping and lighting
nice ship, btw.
"Gunnery control, fry that ****er!" - nuclear1