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Material ugly


Manuel
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Hi!

I 'm testing the materials in Leadwerks, but maybe I don't know how to create it correctly.

I have used AND Material Editor (good editor, thanks Icare!) and I use three textures: diffuse, normal map and specular. I have attached the textures and final material in this thread.

 

The screens show a material ugly, very pixelated! I don't like this! My questions is: how can I create a well defined material? I have changed the values of texture detail of bump map and the specular brightness, but the quality not change. I have the max settings, not is a problem of this.

post-1522-014074300 1285006322_thumb.jpg

post-1522-048290200 1285006333_thumb.jpg

wall002.zip

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Yes, if you want good quality, never use dds compression, it's totally horrible and creates those ugly squares, even with DXT5. When the texture is stretched, you don't have the squares, but then the accuracy gets horrible. I had that with a runway texture, so I had to use uncompressed DXT5.

 

That's why LE should support PNG format, since then you can at least have it compressed on disk, and you could use GIMP also. Now I have to use Paint.NET to convert a DDS to PNG, then edit it with GIMP, and then convert it back to DDS with MakeDDS.exe.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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The biggest problem with your squares is the normal map. If you remove the normal map, then it looks fine also. But that doesn't fix the core problem that your diffuse, normal, and spec map was saved as compressed DDS. You should always use uncompressed DDS.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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