massimilianogoi on 6/9/2008 at 11:43
Quote Posted by Judith
IntroductionRun 3dsmax. Open the material library and your .mat file, make a new material. Place your diffuse and normal map texture as usual...
GASP!! :o
This didn't works for me!! It only works when I put the diffuse and the reflection map.. When I try to use also the normal, the T3Ed refuses to load the texture... Maybe it's because I export the DDS in DXT 1?? :o
More: strangely, when I use the reflection map, the texture becomes more bright... it's strange...
Judith on 6/9/2008 at 11:51
Quote:
All the dds. textures should be compressed in DXT3 format, unless stated expressly otherwise.
DTX 1 format doesn't store transparency info.
massimilianogoi on 6/9/2008 at 11:54
Quote Posted by Judith
DTX 1 format doesn't store transparency info.
You say is this?? Ok, I will try soon.
I've had enough of this robot. I wanna get rid of :p .
massimilianogoi on 8/9/2008 at 07:35
Quote Posted by massimilianogoi
You say is this?? Ok, I will try soon.
I've had enough of this robot. I wanna get rid of :p .
Judith, I am waiting for an answer..
They said me that the bot's skin is too bright... And I would like to have the reflection effect, but with the normal colours of the texture.
Judith on 8/9/2008 at 08:03
I don't know what you're waiting for, really, all the answers are in this tutorial. All the things you ask about are those you missed, didn't-read-because-you-knew-better, etc.
I made dozens of materials using this technique already, so it can't be wrong.
massimilianogoi on 8/9/2008 at 08:19
.... I just would know if using the reflection map is normal that the diffuse map becomes more bright...
I saved in DTX 3, but there were also brightening effects..
Judith on 8/9/2008 at 08:41
Sorry, but I don't understand a word from what you said.
Reflection map is not "normal", whatever you meant by that. As it goes for brightening the diffuse texture with cubemap reflection, it was already covered in this tutorial:
Quote:
Make sure that black is your background color, while the foreground color is gray (RGB= 128,128,128). Why not white? Because it makes the texture brighter than it was and such surface will generate the shiny effect even in the dark - and we want to avoid it.
If it's still too bright for you, simply try lower values. Besides, it's pretty obvious that light cast on the surface will always make it a bit brighter.
massimilianogoi on 8/9/2008 at 09:03
Ok, many thanks! :thumb:
massimilianogoi on 9/9/2008 at 06:08
Quote Posted by Judith
IntroductionOk, this is basically what we need from a cube map. Duplicate this image layer five times and name them +x, -x, +y, -y, +z, -z. Gimp .dds plugin will now recognize this image as a cube map. Before you save it to file, scale the whole image down to 64 x 64 pixels. This is just a gradient, not a detailed image, so such size will be enough, trust me. What is important here - do not compress this .dds file. DXT 3 or even DXT5 format results in ugly artifacts on grayscale gradients
I'm not understanding... in which format I have to save the reflection map, and in what format I have to save the diffuse and the normal map, in this case?
Using this reflection map: (
http://digilander.libero.it/maxath/thief/env_noise_02.dds) http://digilander.libero.it/maxath/thief/env_noise_02.dds, saved in DTX 1, and using both normal and diffuse maps in DTX 3, the skin continues to be too bright :-(