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Offline animpinabox

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shiny materials
« on: January 17, 2011, 11:00:07 AM »
I have noticed that some people have made certain materials shiny, like metallic, how do you do this?

thanks

Offline $hacaR

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Re: shiny materials
« Reply #1 on: January 17, 2011, 12:59:24 PM »
im one of those ;)
i made a tutorial to get normalmaps onto models which originally dont have them ;)
there you go:

Offline animpinabox

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Re: shiny materials
« Reply #2 on: January 17, 2011, 02:18:19 PM »
Hi, thanks for the responce, its great that youve figured all this out.

However, I got a little stuck at the part where you start making normal and ref maps in gimp.

I dont use gimp, I use photoshop but have the nvidia dds converter plugin for it.

The problem i had was when i had finished going through everything my character ended up looking like a robot, all solid metal, even the (skin) areas that i thought i had removed by erasing from the normalmap.

You dont go into a lot of detail when making the maps, your video tutorials completly skip them and since I dont know much about  .dds or normalmaps means i cant really follow so well. if you could help me out further that would be great. Thanks.

Offline animpinabox

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Re: shiny materials
« Reply #3 on: January 17, 2011, 02:32:56 PM »
a few questions that come to mind regarding the maps are:

1: why does the ref map look green? I didnt know why you made it green so i just left it normal colors but added the black areas.

2:your image of the normalmap looks fairly transparent, mine was solid opaque. why is this?

3: when saving as a dds, i had 3 options:    "2d texture",    "cube map", and    "volume texture".     which of these should i choose? does it even matter?

4: why am i getting extremely shiny metal? yours look slightly glossy, mine are too much.

5: why is the skin also metallic? i selected those areas and deleted them in the normalmap, is there something i could have done wrong?

thanks again
                                         
« Last Edit: January 17, 2011, 02:35:00 PM by animpinabox »

Offline $hacaR

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Re: shiny materials
« Reply #4 on: January 17, 2011, 07:00:23 PM »
a few questions that come to mind regarding the maps are:

1: why does the ref map look green? I didnt know why you made it green so i just left it normal colors but added the black areas.

2:your image of the normalmap looks fairly transparent, mine was solid opaque. why is this?

3: when saving as a dds, i had 3 options:    "2d texture",    "cube map", and    "volume texture".     which of these should i choose? does it even matter?

4: why am i getting extremely shiny metal? yours look slightly glossy, mine are too much.

5: why is the skin also metallic? i selected those areas and deleted them in the normalmap, is there something i could have done wrong?

thanks again
                                       

hey m8 =)
1: the colour doesnt matter that much. I think a solid black and white would be the best but it doesnt affect it too much =)
2: i used a special gimp plugin. this gives you the chance to make it a hightmap with a transparent background.
3: i would save it as 2d texture but you can just try a bit
4. thats because of your 2nd question! you should only have those parts normalmapped, which you want to be glossy =)
5: you also have to take the ref map for that step. paint over those parts with black ! =)

just try around abit with it and see what happens ;) oh and sorry for the bad tutorial video.. i was young when i created that... low quality and some important things are missing ;)

Offline $hacaR

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Re: shiny materials
« Reply #5 on: January 17, 2011, 07:02:27 PM »
here you can btw download my popular SilentMasqu mod ;):
http://www.strategyinformer.com/pc/vampirethemasqueradebloodlines/mod/32702.html

you btw try to make the shotgun in this mod better... i made it way to glossy when i see it now :D
the reason for that is, that my computerdisplay was so fucked up that it didnt look that horrible lol xD

Offline animpinabox

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Re: shiny materials
« Reply #6 on: January 18, 2011, 12:06:56 PM »
Ok problem solved, seemed it was a pathing problem in the .vmt

regardless, what is it that determines how shiny it is? what variable can i change to make something more or less shiny?

also what is the purpose of painting the areas black in the ref? actually what is the purpose of the ref? what does this actually do?

just another thing though, sinc eyou seem to have a hold of this stuff, have you tried using bump or displace maps? is that doable?

thanks for all the help
« Last Edit: January 19, 2011, 12:13:08 AM by animpinabox »

 

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