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Bumpy brightness issue

Questions about models, making models and problems with models
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Postby RedSnappa » Sat Jun 23, 2012 9:14 pm

Rayne wrote:Mainly cause right now we can't control the glossiness so we always have the same wide specular that makes a surface look metallic/plastic/stone.

So to get rid of this, we need to be able to implement the spec strength and spec exponent maps?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: Bumpy brightness issue

Postby Rayne » Sun Jun 24, 2012 12:26 am

RedSnappa wrote:
Rayne wrote:Mainly cause right now we can't control the glossiness so we always have the same wide specular that makes a surface look metallic/plastic/stone.

So to get rid of this, we need to be able to implement the spec strength and spec exponent maps?

Which is right now impossible, but was suggested to the FS team, along with some other suggestions that probably wont be in UrT HD for at least a 1 year after the release, if ever.
All you can do really is make the specular channel for rough surfaces very dark. And leave it to the blue channel to add the depth.

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Postby RedSnappa » Wed Jun 27, 2012 12:35 pm

This doesn't look like a good wood normal to me. And I wonder why the sky shines so much?
Attachments
shot0003.jpg
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
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Posts: 623
Joined: Wed Aug 17, 2011 5:22 pm

Re: Bumpy brightness issue

Postby Rayne » Wed Jun 27, 2012 4:40 pm

Bloody hell, no that is definitely not good.
I got few minutes so I'll cook something up to show you.

And the sky isn't shining, it's reacting to the poorly made bloom.
White becomes fluorescent, hopefully it will be fixed for the final release of HD and bloom will work properly.

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Rayne
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Posts: 623
Joined: Wed Aug 17, 2011 5:22 pm

Re: Bumpy brightness issue

Postby Rayne » Wed Jun 27, 2012 5:35 pm

I really don't know anymore how to explain this.
Look at the pic bellow. On the lower right is how my _n map looks like after i edit the blue channel.
The lower right image is the blue channel.
Watch the video tutorial i made and try to make your blue channel look like mine. My alpha channel is 100% black but it isn't far either.
I only have some spots of dark gray that will make certain bits of the texture react to bloom.
Attachments
wood test.jpg

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Postby RedSnappa » Wed Jun 27, 2012 5:53 pm

I assume you mean this tutorial? http://www.custommapmakers.org/wiki/index.php/Raynes_normal_map_tutorial

So I can't fix the sky at the moment?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
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Posts: 623
Joined: Wed Aug 17, 2011 5:22 pm

Re: Bumpy brightness issue

Postby Rayne » Wed Jun 27, 2012 6:07 pm

There's a video too. Not the best but at least you'll see how i make it step by step.
http://www.youtube.com/watch?v=bk5HNTXyRfs&feature=plcp

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Postby RedSnappa » Thu Jun 28, 2012 7:08 pm

I have GIMP, not Photoshop. What do I need to do differently?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

User avatar
Rayne
Site Admin
Posts: 623
Joined: Wed Aug 17, 2011 5:22 pm

Re: Bumpy brightness issue

Postby Rayne » Fri Jun 29, 2012 3:35 am

RedSnappa wrote:I have GIMP, not Photoshop. What do I need to do differently?

I just came home from work so I'm too tired to go through gimp and make a new tutorial. Tomorrow when i wake up I'll see how it's done and get back to you.

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Postby RedSnappa » Fri Jun 29, 2012 11:30 am

Rayne wrote:
RedSnappa wrote:I have GIMP, not Photoshop. What do I need to do differently?

I just came home from work so I'm too tired to go through gimp and make a new tutorial. Tomorrow when i wake up I'll see how it's done and get back to you.

Thank you. This is the only thing I need to do before making the first beta release of a new map.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem


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