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Post by gibi on Nov 2, 2021 19:09:51 GMT -5
I have noticed that all my objects are very shiny in sunlight, even after replacing the specular maps with blank templates from Orangemittens' tutorial. Is this something I can edit further in the object properties, or would I have to edit the world/overall lighting to change it? EDIT to put the answer at top: I'd accidentally erased the alpha channel on the specular image I was using- causing the spec to read as "maximum highlight intensity." To fix, I opened up the spec image, added an alpha channel, and made it entirely black. (Package used for screenshot is here)
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Post by mauvemorn on Nov 3, 2021 4:28:20 GMT -5
Hi. You just need to split sharp edges.
Edit: sorry, was on mobile, could not check the file
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Post by gibi on Nov 3, 2021 9:34:17 GMT -5
Hi, thank you for helping! I tried making a sphere with only "smooth faces" and it doesn't appear to have any sharp edges, but it still looks very shiny.
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Post by qolygonal on Nov 3, 2021 13:46:10 GMT -5
The specular texture you are using is not the same one from OM's tutorial.
A texture without an alpha channel is the same as a texture with a 100% white alpha channel. And the alpha channel determines the intensity of the sun highlight. In other words, you have the maximum sun highlight intensity.
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Post by gibi on Nov 3, 2021 14:09:25 GMT -5
Yikes! Thank you, I thought I'd added exactly as downloaded, but I must have resaved in a way that removed the alpha.
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Post by Fwecka (Lolabellesims) on Nov 7, 2021 10:04:31 GMT -5
Resave your DDS as DXT5 Interpolated Alpha and be sure to check mipmaps since the game needs those. They are the texture equivalent of LODs. If it helps, "interpolate" means "to insert." So, Interpolated Alpha just means inserted alpha. You've inserted an alpha channel into your texture and the alpha must be preserved, thus the need to use DXT5 Interpolated Alpha.
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