Ambaryerno Posted May 2, 2010 Share Posted May 2, 2010 Ok, very bizarre and frustrating model issue. Three swords are posted above as a comparison. The first and second swords (from the left) are both overall a medium gray in color. Blades, guards, and pommels are all the same color. The Spec Map for the blades, guards and pommels are ALSO uniform in color. The first sword has a much darker Spec Map for troubleshooting purposes, while the second sword is a fair bit lighter. Therefore, one would assume that under lighting, the swords would be uniform in color, right? All three screenshots were taken in the same position, perspective, and lighting conditions. All I did was swap different weapons in and out and take the screens. Obviously, something is VERY wrong with the sword on the left. Under these lighting conditions, the blade, guard and pommel should all be the same color, as they all are the same color on the diffuse map, and are identical on the spec map. Yet here, the blade and pommel are obviously a bright golden color, with a bluish-gray guard. This is especially important when you consider swords 1 and 2 are both created with uniform color on the blade, pommel and guard. The second sword is in better shape. In fact, the color of the pommel and guard is almost EXACTLY right for a real sword (maybe a little less spec and a hair lighter, but the color is PERFECT for the high-carbon steel of these swords). I REALLY want to find a way to get this color carried over to every sword I'm doing. The problem here is the blade, which is a much lighter blue in color. Sword 3 is slightly different in that the blade and hilts are different colors. However even though the pommel, guard, and the rest of the hilt furniture are the same color and use the same spec map, you can still see that the pommel is lit a much lighter color than the rest of the hilt. I've posted the MAO settings I've used for all three of these swords below. Does anyone have any thoughts on what's going on? <?xml version="1.0" encoding="UTF-8"?> <MaterialObject Name="***"> <Material Name="Weapon.mat"/> <DefaultSemantic Name="Blend"/> <Texture Name="mml_tDiffuse" ResName="***"/> <Texture Name="mml_tNormalMap" ResName="***"/> <Texture Name="mml_tSpecularMask" ResName="***"/> <Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="0.54"></Float> </MaterialObject> Link to comment Share on other sites More sharing options...
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