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Post by oriana on Jun 19, 2018 12:17:52 GMT -5
German: Hallo. Je nach Ansicht sind auf meiner Mesh solche häßlichen Linien zu sehen. Wie bekomme ich die denn entfernt? Ich hoffe jemand kann mir helfen.
Englisch: Hello. Depending on the view, such ugly lines can be seen on my mesh. How can I get that away? I hope someone can help me. (with Google translator)
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Post by kitkat on Jun 19, 2018 14:58:42 GMT -5
Can you share the .package for someone to take a look? It looks like reflections from the image you shared. You could try making the specular blank if you haven't already done so.
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Post by oriana on Jun 19, 2018 15:47:03 GMT -5
German: Hallo kitkat. Ich habe mit Blender eine Specularmap erzeugt. Mit "Bake", dort habe ich "Specular intensity" ausgewählt und als Image exportiert. Ich möchte das Objekt lieber nicht ohne Glanz erstellen. Die .package ist HIER zum downloaden. Englisch: Hello kitkat. I created a specular map with Blender. With "Bake", I chose "Specular intensity" and exported it as an image. I prefer not to create the object without gloss. The .package can be downloaded HERE
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Post by kitkat on Jun 20, 2018 8:58:38 GMT -5
It's definitely the specular because the lines didn't appear when I used a blank specular. I played around with creating a proper specular and got the lines to smooth out somewhat. I think part of it is just the way the game renders shiny textures which is why people often just go with a blank specular. But, as you said, that doesn't work if you want shine on your object. I don't know how to create a specular in Blender. I always adjust the channels manually in Photoshop. For the effect I got below, I lightened the red channel, darkened the green channel a medium amount and darkened the blue channel a small amount. For the alpha, I went with hex code #3b3b3b. You can read my specular tutorial for more information how the specular texture works. Make sure you save as a DXT5 .dds with alpha channel enabled. To get a nice, smooth bake to use for the specular, I added two subdivision surface modifiers to the mesh. That increases the poly considerably which helps you get a good bake. Then, save the high quality bake, but undo the modifiers/don't save your mesh changes and still use the lower poly mesh to create your LODs.
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Post by oriana on Jun 20, 2018 14:42:00 GMT -5
German: Hallo kitkat. Vielen lieben Dank! Dann werde ich die Specularmap anders erstellen müssen. Danke für den Link zu dem Tutorial. Danke auch für die Tipps bei "Bake", daran sollte ich wirklich denken. Das sieht dann besser aus. Englisch: Hello kitkat. Thank you so much! Then I will have to create the specular map differently. Thanks for the link to the tutorial. Thanks also for the tips on "Bake", I should really think about that. That looks better then. (with Google translator)
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