Quote: |
bumpmap addnormals(textures/efxBarrell_local.tga, heightmap(textures/efxBarrell_h.tga, 2)) |
Code: |
bumpmap textures/efxBarrell_local.tga |
Code: |
renderbump -size 512 512 -aa 2 -colorMap textures/box_local.tga models/box_HI.ase |
BNA! wrote: |
According to the material file above the resolution is more than sufficient - a 512* texture will do more than a cube.
The color banding is the monocolored diffuse map. Add a little more noise and you wont notice the inevitable banding, supposedly resulting from the light information for each pixel + normal mapping. (just a guess as explanation). |
efx wrote: |
![]() Any other ideas? |
Rayne wrote: |
ahahah Nice one BNA! The good old "alpha" days ![]() |
ViPr wrote: |
is this your problem?
http://www.doom3world.org/phpbb2/viewtopic.php?t=12176 |
ViPr wrote: |
is this your problem?
http://www.doom3world.org/phpbb2/viewtopic.php?t=12176 |
Code: |
renderbump -size 512 512 -aa 2 -colorMap textures/box_local.tga models/box_HI.ase |
BNA! wrote: |
According to the material file above the resolution is more than sufficient - a 512* texture will do more than a cube.
The color banding is the monocolored diffuse map. Add a little more noise and you wont notice the inevitable banding, supposedly resulting from the light information for each pixel + normal mapping. (just a guess as explanation). |
efx wrote: |
![]() Any other ideas? |
Rayne wrote: |
ahahah Nice one BNA! The good old "alpha" days ![]() |
ViPr wrote: |
is this your problem?
http://www.doom3world.org/phpbb2/viewtopic.php?t=12176 |
ViPr wrote: |
is this your problem?
http://www.doom3world.org/phpbb2/viewtopic.php?t=12176 |
efx wrote: |
Oh wierd, I thought it was off for some reason. |
Bittoman wrote: | ||
Personally I've never been able to get the D3 engine to turn off smoothing without splitting off faces so I've gotten into a habit (and probably a bad one) of just splitting them rather than dealing with smooth groups. Anyway the closest to Max I have is gmax because I'm a broke bastard (hey, I'm still using Photoshop 5.5!) so I don't think I can be much use but in case it's the same in your version as gmax the smooth groups are located under the Modify tab and click the Modifier list dropdown box and select smooth. |
efx wrote: |
When you split off the faces is that on the low-poly or hi-poly object? |
BNA! wrote: |
There is still some smooting on, that's why it's off.
Unless the color comes out simply blue on flat faces there's still smooting applied. |
rich_is_bored wrote: |
What modeling application are you using? |
Code: |
textures/efx/efxBarrell
{ noselfshadow bumpmap addnormals(textures/efxBarrell_local.tga, heightmap(textures/efxBarrell_h.tga, 2)) diffusemap textures/efxBarrell_d.tga specularmap textures/efxBarrell_s.tga } |
Quote: |
bumpmap addnormals(textures/efxBarrell_local.tga, heightmap(textures/efxBarrell_h.tga, 2)) |
Code: |
bumpmap textures/efxBarrell_local.tga |