Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / How do i do non-shiny normalmap?

Author
Message
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 9th Oct 2008 20:35
When i create a normalmap and use it in FPSC or Xnormal 3D Viewer the normalmap makes the model to look shiny. How do i do to make it matte?
I use the Xnormal Normalmap plugin for Photoshop.


Yousiesta is back...
Jenqui
19
Years of Service
User Offline
Joined: 11th Aug 2005
Location:
Posted: 9th Oct 2008 21:35
The normal map doesent store any reflection information, it only tells the 3d software how high, low, left, right, up, down etc. to render the faces of a model. Look into specutalor maps.

Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 9th Oct 2008 21:47
Hmm, then how do I do a non reflective specular?


Yousiesta is back...
AndrewT
17
Years of Service
User Offline
Joined: 11th Feb 2007
Location: MI, USA
Posted: 9th Oct 2008 22:01
Quote: "Hmm, then how do I do a non reflective specular?
"


Not totally sure what you're asking here, but I'm pretty sure FPSCX10 supports specular maps as well as normal maps. Specular maps are greyscale images that store the specularity, or "shinyness", of your model. Bright parts of the specular map make that part of the model shinier, and vice versa.

Irradic
18
Years of Service
User Offline
Joined: 1st Jul 2006
Location:
Posted: 10th Oct 2008 05:56 Edited at: 10th Oct 2008 05:58
I think I understand your problem. Do the models look like they are wet ? I find that to be a quiet annoying side effect of some normal map shaders. Changing the spec map won't help, some versions of normalmap shaders don't even have separate spec maps.
If that's the case and the models indeed look shiny/wet, let me know...I'll post you a matte looking normalmap shader.

dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 10th Oct 2008 09:11
Quote: "Changing the spec map won't help"


Of course it will, in all shaders I've seen the specular term is merely multiplied by the specular map, thus if you make the specular map have a value of 0 in every pixel there will be no visible specular, only normal mapping. I dunno about FPSC but in my shaders I always put the specular map in the alpha channel of the normal map.

Irradic
18
Years of Service
User Offline
Joined: 1st Jul 2006
Location:
Posted: 10th Oct 2008 12:45 Edited at: 10th Oct 2008 12:46
Quote: "Of course it will"

I guess it all comes down to the shader code. I tested shaders that still look like wet plastic even after using a almost black specular.
Adding the real spec map would just make it look worse.
Anyway I somehow missed that the discussion was about the FPSC shader.
I never used FPSC, I'm not sure if the normalmap shader that I have here would even work inside FPSC.

Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 10th Oct 2008 23:37
Tried with black speculars, but it didnt change anything.


Yousiesta is back...
Jenqui
19
Years of Service
User Offline
Joined: 11th Aug 2005
Location:
Posted: 11th Oct 2008 01:36
Sorry I couldent help, dont use FPSC all my modeling is used in darkbasic where I can control how the shaders work, but look in to crazybump a program I use to create normal, spec, occlusion, and displacement maps works great.

Deathead
18
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 11th Oct 2008 02:00
Can I see the texture flats? Of your Specular, Ambient, Normal and Diffuse.


"Your greatest teacher is your harshest critic"-Butterfingers
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 11th Oct 2008 11:13
Diffuse:


Yousiesta is back...

Attachments

Login to view attachments
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 11th Oct 2008 11:16
and Normal, it appeares that it turned out grey when exported into .dds
The specular is juts a 0,0,0 black with a 0,0,0 alfa channel.


Yousiesta is back...

Attachments

Login to view attachments
Jenqui
19
Years of Service
User Offline
Joined: 11th Aug 2005
Location:
Posted: 11th Oct 2008 13:05
You dont use a black and white .dds do you? I hope what you export to is in color or it wont work as a normal map

Aertic
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 11th Oct 2008 17:24
You're doing the normal map wrong, read this tutorial, its about making them NON-ULTRA-SHINY ingames, the tut is mainly for source engine but it still works; http://www.fpsbanana.com/tuts/4501
Also its bad in grammer and ect, but its still okay.
Oh there's this one, using gimp to make normal maps is much effective then the NVidia plugin for photoshop; http://www.fpsbanana.com/tuts/6641


"Your greatest teacher is your harshest critic"-'Butterfingers'

Login to post a reply

Server time is: 2024-11-25 13:31:06
Your offset time is: 2024-11-25 13:31:06