paintballmaster254 Posted October 4, 2008 Author Share Posted October 4, 2008 Thanks, so when I make the spec map, I would just make it white around the edges and try a color in the middle? (Black being most of it and between them) Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 5, 2008 Share Posted October 5, 2008 Actualy no, it only now ocured to me what you realy want to do and... You're thinking... two dimensional. Textures wrap arround the model, they can't move arround the model to make parts of it shinier depending on how you rotate the model. If you did what you've said then you'd have a strange straight shining area on your modela and the rest would be mate. I don't know of any way, to make the light refract on your model in that particular way in oblivion. In case you can't achieve it with simply changing the specularity of the whole mesh, then you most probably can't achieve it at all. Link to comment Share on other sites More sharing options...
paintballmaster254 Posted October 6, 2008 Author Share Posted October 6, 2008 Alright, cool. Thanks for all the help. Still on the spec map, doesn't that rotate aroung so that in is shinny where the camra is aimed at it, or is th shiny spot only on one spot of the moddel. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 6, 2008 Share Posted October 6, 2008 The shiny spot would be stuck to a single spot on the model. Link to comment Share on other sites More sharing options...
paintballmaster254 Posted October 7, 2008 Author Share Posted October 7, 2008 So when people make armor that is really shinny, then spec map has nothing to do with that. Because when I rotate around the moddle the shinny part always faces the camra. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 7, 2008 Share Posted October 7, 2008 You seem to have missunderstood me - spec maps don't rotate. And the maps have something to do with that. Look at the armors again, not all parts are shiny. And even if they are then they're not at the same level of shinyness, that's what theese maps are used for. They work just like for example a simple difuse map, but controll the specularity level instead of the color. The things is that your hilt seems to shine on strange places and shines with a red tint. I just don't know if you can replicate the exact same effect in oblivion. If I were you I'd simply try and see. For starters you could just hand set the specularity in nifscope to see the effect you will probably get in-game. There will be some small differences though because nifscope renders items differently than the oblivion engine. Link to comment Share on other sites More sharing options...
paintballmaster254 Posted October 7, 2008 Author Share Posted October 7, 2008 Ya thats the effect I was trying to get, its kinda like an inverse specular (maybe?). It reflects light on the edges like it normaly would directly face on. The red tint is actually a light purple, the renders aren't on that hight of quality. Thanks again for all the help. Link to comment Share on other sites More sharing options...
paintballmaster254 Posted October 7, 2008 Author Share Posted October 7, 2008 By the way the main thing that make the texture look the way it does it the Fresnel shader in the enviornment channel. Click here to read kinda what it is if you don't know. It being in the environment channel just makes it look more glossy insead of a more perfect reflection. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 7, 2008 Share Posted October 7, 2008 That's the thing exactly oblivion only has .. err... face on reflecting. Or how should I call it ;D. It's just whitening out the normals that face the camera. The more specularity the stronger whitening. Link to comment Share on other sites More sharing options...
paintballmaster254 Posted October 7, 2008 Author Share Posted October 7, 2008 Oh, true, I think I get how it works now. This is a better explanation of what I'm trying to get. It seems that Oblivion can generate this effect, beacuse the water follows it pretty acuralty. Link to comment Share on other sites More sharing options...
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