Gloss, Specular, Shine... how?
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08-12-2006, 12:41 PM,
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Whoops!
Again, the tutorials in the wiki are saving the noobs
from disaster! The base texture is DDS 1 type, no alpha (had that wrong). The _n.dds texture is DDS 3 type, containing alpha (had that wrong). Working with it now to improve things, thanks. MentalElf |
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08-12-2006, 01:50 PM,
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RE: How do I control the amount of gloss?
Quote:Originally posted by MentalElf The alpha channel controls all of that. Black= no effect, white= 100% effect. It must be saved as a DXT3 (explicit alpha) in order to use the alpha the correct way. The base texture doesn't need to be saved as anything higher than a DXT1 (no alpha) if it isn't a transparent texture. If it is, save it as a DXT3 (explicit alpha). |
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08-12-2006, 03:27 PM,
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Aye, in the normal the alpha channel is the specular. And Bethesda does make use of a separate gloss map, I think they put _g at the end of their extension but it is only on a few certain things.
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08-12-2006, 03:43 PM,
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Yes, the specular channels. I am not sure what the gloss maps are really. The "_g.dds" maps are the glow maps.
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08-12-2006, 07:06 PM,
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Gloss can be controlled in NIFskope.
Quote:Originally posted by Razorwing Specular effects can be achieved by messing around with the opacity of the Normal map (_n). More transparent seems to reflect less light, while completely opaque seems to reflect a lot of light. Glow maps (_g) control if the object glows, like seeing the light beyond the windows in houses, or the glowing red areas of the Daedric armour. |
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08-12-2006, 07:40 PM,
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Specular and gloss are closely connected, so it stands to reason the gloss setting works off of the specular map. The bricks in the attached screenshots shows the difference (as seen in max), with the brick nearest the viewer having full gloss and the farthest having none.
I guess you could say only using specular gives a wet, glistening effect while using gloss gives a steel-like effect. It levels out the spikes in the specular map, I guess.
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