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Rock Model needs Critique


Rekindled Phoenix
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Modeling simple objects, unwrapping them and applying textures, creating normal maps are all cake.

 

Making the model look good in Leadwerks (with the right MAT file settings) seems to be difficult for me. Please tell me what I should modify to make this rock look better.

 

Here is a RAR file with all files for this very simple rock.

Rock Files

 

Does the alpha layer in the normal map need alteration?

What adjustments would you make to the MAT file?

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Hi RP, well for my taste, way too "shiney" .. I simply changed the .mat to:

 

texture0="abstract::rockset-dirt-smallDIF.dds"
texture1="abstract::rockset-dirt-smallNOR.dds"
shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag"

 

Which for me was a 100% improvement. Again its all down to taste.

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"I used to be alive like you .... then I took an arrow to the head"

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Hi RP, well for my taste, way too "shiney" .. I simply changed the .mat to:

 

texture0="abstract::rockset-dirt-smallDIF.dds"
texture1="abstract::rockset-dirt-smallNOR.dds"
shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag"

 

Which for me was a 100% improvement. Again its all down to taste.

 

In the Model Viewer and Sandbox [2.28], specular lighting isn't being displayed as expected... or at all. Is there something you can recommend that might fix this?

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Can't help with that Q RP .. as I dont know about a spec prob. But I did forget to mention, it is a really nice rock model :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know...

 

I thought that was just for terrain textures?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know...

and it still does in 2.3 as far as I'm aware

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Oh... then how does it handle model specular textures?

 

 

from the models .mat files as far as I know .. maybe the models .mat defaults to using the A channel of the normal map when no spec map is referenced and specular is called? :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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it still uses the alpha channel of the bumpmap...

 

from the mesh.frag file:

#ifdef LW_SPECULAR
shininess = bumpcolor.a*specular;//*fOcclusionShadow
#endif

 

are you setting the value of specular in your mat file?

for example:

texture0="abstract::oildrum01.dds"

clamp0=0,0,0

texture1="abstract::oildrum01dot3.dds"

clamp1=0,0,0

blend=0

depthmask=1

depthtest=1

overlay=0

zsort=0

cullface=1

castshadows=1

specular=1.00000000

bumpscale=1.50000000

gloss=0.250000000

shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"

shadowshader="abstract::mesh_shadow.vert",""

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it was a very nice shaped rock :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Great, I'll be creating more of the same type and releasing it for download.

 

Sand, Snow, and Grass types will be available in the future.

 

 

I look forward to those, you can never have too many rocks :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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I look forward to those, you can never have too many rocks :)

 

if you could possibly just make a cave, it would save alot of time for Marley who has this infatuation with making cave-like structures with all of his models :):lol:

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

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hehe. I'll think about it. Caves are always fun, especially if they are modular like the TES Construction Set.

 

BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname

 

Nevermind, found it. Blender's export defaults to the UV texture as the MAT filename.

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hehe. I'll think about it :)

 

BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname

 

It uses the name of the texture that's assigned in the modeling program. I really wish there was a way to change it, it would save me a lot of headache.

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hehe. I'll think about it :)

 

BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname

 

well the only way i know to do that at the moment is in your modeling app or uu3d... the texture stated in the gmf file actually is referenced by the mat file of the same name... if you wanted to change textures you could always assign different textures inside the mat file...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

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there seems to be *some* difference in model-viewers, but I was comparing 2.26 to 2.3 when

I tested...anyhow, here's a screenie of the rock in 2.3 with edits I made to the specular. (below)

 

 

I've uploaded all my changes here: http://www.mediafire.com/?nm4wwmz1izm

 

and you will see that the 'new_SPEC.tga' is way more subtle in terms of value and highlights.

 

I also edited your .mat file values for spec and gloss to 1.5 and .5, respectively.

 

Take note of the 'spec-changes-screenie.jpg' in the .rar file to see how drastically different

the specular alpha values look in 2.22's TextureTool.exe program that Josh made for us way back

when. (I'd advise you download it for your future material edits, as it's quite handy)

 

Of course, maybe you are going for a very shiny wet rock and should disregard all of the above... :)

 

 

 

*edit* By the way...you may want to edit your UVs a little so you can take care of the seam issue

you've got going right now...or maybe not. :lol:

post-29-1262566935448_thumb.jpg

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By the way...you may want to edit your UVs a little so you can take care of the seam issue

you've got going right now...or maybe not. ;)

 

For some reason 2.28 isn't showing any specular at all in the Sandbox...

 

I don't see the seam bug you are talking about, but I will definitely look into the specular changes and add an options for those that want it. I actually like your specular changes a little better than my version. Thanks for the help. :)

 

EDIT: Added your DDS, and a ReadMe.txt giving you credit.

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