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#31 (permalink) |
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Senior Artist
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You should try with a diffrent shader or without normal maps and try to narrow down te problem until you know if it is your shader or the model itself.
Assuming you shader is right, then there is probably something wrong with the export. You can try one of these if your using 3dsmax - ResetXform (under utils) - Convert to editable mesh - Check scale&pivot of the bones
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#32 (permalink) |
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New Artist
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I get it nearly fixed and ok for the project. Unfortunately i didnŽt have the time to implement a specualar shader and painting a specmap. Maybe after the finish for the university. A lot of stuff to write now.
Here is an ingame shot with different shading styles i tried to implement. At the moment iŽam working on the animation blending between idle and walk...both are working well, but i donŽt have a proper blending between them at the moment. ![]() |
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#33 (permalink) |
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New Artist
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After all the problems discovered, i took a closer look to the rotated parts of my mesh on the normalmap. Correct me please if iŽam wrong, but it seems that the only problem is the wrong lighting of normalmap:
![]() Any idea how i could flip parts of my pieces within photoshop? Not all parts are seperately, if i want do this, i had to cut out the wrong lit pieces an flip the channels of the normal map an then paste back at the same postion but how could i do this in photoshop. (i mean flipping the channels) And could this only done with the whole image or is it possible to do this only with a layer... |
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