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#11 (permalink) |
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Senior Member
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I somehow made it to work, with some sort of "workaround".
For some reason, I have to have a copy of the same mesh, with that same material applied but without the shader, for it to work. I'll put a screenshot here, later tonight. I'm probably doing something wrong. Another thing I noticed, is when you press the button to load a texture into the difuse, (or any other material) it opens a "Open file" dialog, with the default extension being ".fx" instead of tga, psd or any all the image files. Just being nitpicking, I know! ![]() the results tho, are stunning! now I can see the speculars and normals almost as I would see them in the game, very good work man! |
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#13 (permalink) |
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Game Art Student
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Believe it or not I was just about to go create a thread asking if anyone knew a dx shader that supported both bump and specular maps (tired of the default one where I cant see specular maps
not easy to work with and finetune).Thank you very much Doylle for sharing your work with us mere mortals ![]() |
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#15 (permalink) |
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Industry Artist
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Ah, yea. Well the thing is, max has a few build in features to sharpen textures (you can find some options if you're in the bitmap submaterial, in your diffuse channel for example).
There are a few things you can change in the shader too, like instead of letting it interpolate, pick only 1 color (not in the GUI though, you'd have to do it in the code). but the result will looks really pixelated. So, basicly, if your result is a bit blury, big chance that you texture is too. A sharpen pass on your texture could do the trick (it's something i always do tbh) |
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