Deleted1084753User Posted April 4, 2009 Share Posted April 4, 2009 The reason DXT1 gives you matt textures is because DXT1 is fully compressed and doesn't support alpha channels, and since it's the alpha channel that controls the amount of specular effect you see, using DXT1 = killing specular entirely. DXT3 is compressed, but not as much as DXT1, and it also supports basic alpha (blocks of solid colour, doesn't support gradients or other complex alpha). DXT5 gives around the same compression as DXT3 (little bit less) but also supports full alpha, so you can use gradients and other complex alpha. This is what should be used for normal maps generally. Link to comment Share on other sites More sharing options...
KloHunt3r Posted April 4, 2009 Share Posted April 4, 2009 Ah, thanks. That explains a hell of a lot o_O. I've got two more questions: What's the difference between editing the regular image (the purple/blue stuff) and modifying the alpha channel? Also, just for clarification, white = reflect more light; black = reflect less light when working on the alpha channel, correct? Link to comment Share on other sites More sharing options...
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