Author Topic: Problem with texture  (Read 1301 times)

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Offline coffeesoft

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Hi.

I´m adding the normal map and shine to a ship, he was unwrapped  and texturized previously. :banghead:

When i do the normal map, everything works fine, but when i add the shine texture on the folder, the effect of the normal map
dissapear.

Both textures works good independent, but the shine makes the other disappear.

May be i have something wrong in the textures, i´m using DDS DXT5 with alpha for normal and DDS DXT1 without alpha for shine.

Here the model and the textures...

https://www.dropbox.com/s/yx9tuc1z5m65w3h/EscapePod.rar






Thanks

 

Offline fightermedic

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your shine map is completely black
there can be no reflections from added geometry of the normal map without any reflectivity ;)
just use an much darkened version of the diffuse with those white areas added to it for the shinemap, and you should be fine
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Offline The E

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Well, first off, are you sure the normal map is quite correct? FSO uses the green and alpha channels for normal mapping info, setting those channels to zero is usually the best option.

Second, what you have as a "shine" map is actually what we refer to as a "glow" map. Shine maps determine the colour of specular highlights (like multilayered finishes on cars, for example), while glow maps simulate glowing bits on a model (like windows, for example).
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Offline Herra Tohtori

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Normal maps (should) work with black shine maps just fine. You're just losing some of the contrast because there's only diffuse lighting rather than diffuse+specular.

You're probably going to need to increase the contrast of your normal map (and take care that the flat areas remain flat...). Despite the odd colour layout, it seems the normal map is actually properly constructed (although whether it is optimally compressed, I'm unsure) and should work just fine.


Have you tried switching both diffuse and specular map off, then looking at the model and seeing if switching normal map on/off makes any difference? With your normal map I would predict a rather subtle effect in absence of specular effects.

Also, using environmental mapping for things like windows can really improve the look of those parts...
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Offline coffeesoft

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After some quick test, i was adding a bit more white at the black color of the shine map, just to look more gray and now looks better.

Many thanks, on the next models that i´m building from scratch i want to create a better Unwrap and a better diffuse map, also i want to
follow the steps of the great tutorial that Herra_Tohtori do.
This is my first model, and i´m very happy to see the windows shine  :D