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I want my sword to look like this ingame...


ghosu

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Hi

 

I manage to model objects, i finally found out how to create better normal maps, i manage to get my stuff ingame BUT it simply looks like sh*t. How to manage this task? I want this sword to look smooth and new, so i've got a PLAIN diffuse map...no dirt, no contrast - i want it to react correctly in sunlight.

 

This is what i've got:

 

http://666kb.com/i/c0k7eaocle2qkr0gw.jpg

 

This is what i want it to look like:

 

http://www.youtube.com/watch?v=nuYVW3ou7MQ&feature=youtu.be

 

This is what i get:

 

http://666kb.com/i/c0kijk6qc7iv4a9sx.jpg

 

Looks terrible in movement, just a plain grey area...yeah of course it looks like that since this is the texture...but shall i get a gradient into the texture? Mod the specular map? Modify cubemap and glossiness settings?

 

 

Jeah, i know the game engine won't handle those shaders but how to get a SIMILAR effect?

I always f*ck up my models with the specular map (_m.dds) and those cubemap settings...i simply don't get it how to produce good maps for the game engine...so pls any ideas? I always used shaders, materials in my 3D Editor in combination with high poly models...now i've got to use textures to reproduce the whole look but it nver looks well, I'm pretty close to quit modding since 'cause it really drives me crazy.

 

I've got C4D, Mudbox and open for any tools that help me to get a better look.

 

Edit: I added some kind of grey pattern to the diffuse and specular...looks a bit better but there must be a better way :(

 

Thx

Edited by ghosu
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I love your model, nice scabbard too. Well done. You generally get better reflections with higher resolution textures, what's yours? I haven't used Nifskope since Oblivion but assuming it's still similar on the NiTexturingProperties you can adjust a few setting there to help the way light is reflected/emitted or how bright/dim the texture map is displayed on the model.

 

Try tweaking these and you might be able to create a better effect.

 

Also, your normal map colours for the blade and polished metal areas of the model should be "high" that will help with giving a realistic metal shine. Probably more than the Nifskope tweaks.

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This whole thing drives me crazy...i've got everything ready, everything works fine but NO WAY to make a a shiny metal hilt with a simple shape...i tried 'bout 12 different shapes and 3 times as many textures, everything looks just like crap.

 

1024...but most of the space is resevers for the hilt, der is nothing else that needs that resolution.

 

I really hate that crap...

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If you used crazy bump for the normal map, I bet you £10 you'd end up with a shiny metal texture.

ehh, yes and no. Using CB for that is better suited for pulling directly from photos.

 

As far as shinyness, there's two things in the texturing that need to happen. Specular map and the environment mask. First check your LightingShaderProperty in NifSkope, it's best to copy from a vanilla asset that already uses an environment map. Check the value for Envrionment Map Strength, and that your model has vertex colors (triShapeData: Vertex Colors = Yes, then click the refresh icon for vertex colors to flood it with white, which is what we want in this case.)

 

Specular map is the alpha channel of the normal map. Black isn't shiny, White is. For metal, we typically want high values, and even lighter on corners and for scratches.

Environment mask (_e, _em, _m): This masks off the environment map, which fakes reflection. Same idea, black=no reflection, and white=full reflection.

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