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[REQ] Normalmap + wax #302335
12/18/09 16:49
12/18/09 16:49
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Hi,

I toy around with LightWave and 3D Coat in order to find my workflow from LW (model) -> 3DC (UV, texture, normal) -> GS MDL

A simple roman wax tablet should be useful for this test.


While the model and wax is a clean surface, the words are result of a normal map.

But I am not happy with the shaders from the shadertest from gamestudio project folder:



Any suggestsion? You can try your own shaders with that model if you want to. Maybe you have some ideas how to improve the model, ...

wax tablet model

Re: [REQ] Normalmap + wax [Re: slacer] #302336
12/18/09 16:56
12/18/09 16:56
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
lit it better and it wll look better,
looks like in your render there is only one big light(which could be sun i guess)

add more light in front of your model and youll have same thing.


3333333333
Re: [REQ] Normalmap + wax [Re: Quad] #302346
12/18/09 19:18
12/18/09 19:18
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
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Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
This is just the default shadertest application from conitec. You can load your own models into this environment and apply some shaders, add some lights, etc.

But I did not find the shader settings for this model which let it look like it should.

Re: [REQ] Normalmap + wax [Re: slacer] #302871
12/22/09 22:51
12/22/09 22:51
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
this could also have to do with smoothing groups, which may not apply when exported... try to select the two faces of the writable area of the table (where the text is on) in MED, copy it, delete it and click past - so it's not connected with the frame anymore. Now look at it again in the shader tester.

Re: [REQ] Normalmap + wax [Re: Scorpion] #302880
12/23/09 07:42
12/23/09 07:42
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
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slacer  Offline OP
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Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Thank you, but the dark area is already disconnected from the outer frame.
As you can see from the screenshot, there is no pure normalmap shader in the shader test application.

The screenshot shows the best result I got from all those shaders.

Re: [REQ] Normalmap + wax [Re: slacer] #303076
12/25/09 00:22
12/25/09 00:22
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
that is strange..if it is just a flat plane, there should be no lighting gradient from a directional lightsource... :S for only changing the brightness of it you can try the entity variables like ambient

Re: [REQ] Normalmap + wax [Re: Scorpion] #303099
12/25/09 10:26
12/25/09 10:26
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
I wanted to see if the model looks good right out of the box in shader tester, but it seem to need some tweeking.

This means I have to build my own showroom for some models.


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