svartberg Posted August 21, 2009 Share Posted August 21, 2009 Hi, I've been porting a new gun into fallout, and noticed the specularity on it is just way off.I've baked normals with smoothgroups, and since fallout doesn't support smooth groups I've seperated them before importing. (by splitting the actual geometry around smoothgroups) Nevertheless the specuality is pretty wack, look in the screenshots below.Is it just fallout's specularity engine or am I doing something wrong ? http://www.svartberg.com/wip/f3_plasmapistol_04.jpgClean Specularity in 3dsmax / other engines http://www.svartberg.com/wip/f3_specproblem.jpgWack Specularity Ingame cheers Link to comment Share on other sites More sharing options...
ecksile Posted August 21, 2009 Share Posted August 21, 2009 darken the alpha channel in your normal maps or lower the materials glossiness in nifskope. or both. Link to comment Share on other sites More sharing options...
svartberg Posted August 21, 2009 Author Share Posted August 21, 2009 darken the alpha channel in your normal maps or lower the materials glossiness in nifskope. or both. I did that on purpose to emphasise the effect, which is how the specularity looks anisotropic as opposed to unifrom specularity you'd get on a phong material for example. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 24, 2009 Share Posted August 24, 2009 Have you messed with the normal map's alpha channel? The alpha of the normal map is the spec map. What I do is open my normal map in CrazyBump and set up the specularity and then paste it into the alpha channel of the normal map using Photoshop. Btw, nice gun :thumbsup: Link to comment Share on other sites More sharing options...
svartberg Posted August 24, 2009 Author Share Posted August 24, 2009 thanks SpeedyB64, but ye I know how to make specularity but what bothers me was how badly it shows on the model.once the texture is is more defined it will be less noticable, but seriously something is wrong here :( Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 24, 2009 Share Posted August 24, 2009 It might have something to do with the smoothing or the mesh. You could try in nifskope resetting the face normals. Right click on the NiTriStripsData and go to mesh -> Face NormalsThat sometimes corrects some lighting issues. Also you can check weather or not the mesh has vertex colours (if export vertex colours is enabled it will sometimes mess things up) Other than that I have no idea. Link to comment Share on other sites More sharing options...
svartberg Posted August 25, 2009 Author Share Posted August 25, 2009 It might have something to do with the smoothing or the mesh. You could try in nifskope resetting the face normals. Right click on the NiTriStripsData and go to mesh -> Face NormalsThat sometimes corrects some lighting issues. Also you can check weather or not the mesh has vertex colours (if export vertex colours is enabled it will sometimes mess things up) Other than that I have no idea. You my friend, are a genius.Problem solved, guess the normals didn't export properly - thanks a lot you save the day :) http://www.svartberg.com/wip/f3_specproblem_fixed.jpg Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 25, 2009 Share Posted August 25, 2009 Glad I could help..... ....Now I WANT THAT GUN :D Link to comment Share on other sites More sharing options...
svartberg Posted August 26, 2009 Author Share Posted August 26, 2009 hah SpeedyB64 cheers buddy !This gun is very nearly done and is the counterpart of the plasma rifle redesign I have over at nexus.I reckon I should upload the plasma pistol next week. :) Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 27, 2009 Share Posted August 27, 2009 Sounds good, I'll use them in the Phoenix mod if you give me permission. Link to comment Share on other sites More sharing options...
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