another dude with Alpha problems! After reading up and down this forum and the Tutorial.txt, Iam not quite sure what Iam doing wrong, nor really what Iam doing right. Hell, its probley somthing simple, What Iam doing is: Testing with just a 1 simple polygon plane, and ive tryed exporting it out of maya09 and max. Making…
Reflectivity is basically always on, the specular/diffuse lighting is derivied from cubemaps(hdr image based lighting) so its always receiving ambient reflection, and specular reflection. You can tweak the blurriness of the specular reflection(glossiness) by adjusting the spec sharpness. You cant use a mask for this, so if…
Hi Monkey! Thanks for the explainations. By 'darkened diffuse' I didn't mean just a blacker one, but more like something like you described (tinted and shadowed areas in concordence with the environment) I really like the idea of a 'shadow cubemap'. Is there a way to access and edit these maps? I feel like this shadow…
Yeah as you said, just load a different texture instead. NM is a required texture(along with diffuse) and if you clear these or do not have anything loaded, its going to grab something random from memory(which may be the file you used to have loaded). If you want to use "no normal map" you can load a flat 127,127,255…
Hello guys, first off thanks for this awesome model viewer! I tested it with the sample objects mentioned and it looks pretty nice. Now I've been doing a tutorial from CG tuts+: http://cg.tutsplus.com/tutorials/3d-art/next-gen-weapon-creation-day-4-diffuse-and-specular-textures/ that uses this model viewer (by the way a…
This is one of two things, most likely: 1. Normals are not exported correctly, make sure to check export options for OBJ and enable normals 2. You have some verts in the uvs mistakenly welded together. If you have 2 verts in different positions 3d space, but welded together in UV space you will get errors as it cant figure…
Here is another hack to get around the emmisive thing, using ParkParkin's model that was posted as an example. 1. Set up your model like usual. Take a screenshot. 2. Set up a seperate material, using FlatEnvironment, and apply your emmisive map as diffuse. Take a screenshot. 3. Load both shots into PS, set the the emmisive…
The shadows are not darkened diffuse by any means, they are lit by a different skybox. The shadow skybox has the sun photoshopped out and only contains the color/light information from the rest of the sky. The color of the shadows then becomes the nice, ambient sky blue you come to expect, and the tone also fits the photo…
hey guys i have a reall big and probably stupid problem. i mirrored quiet a view uv shells. i had to flip those mirrored uv's and turn on mirror u in maya. so it can show up propperly the normalmaps same as the diffuse. now i found out about this crazy awesome program, but as it seems it doesn't like my mirrored uv's here…
Hey guys need a bit of help on normals. I got normals working for a model but I have a rock type thing with a texture Im trying to get in now. I done the exact same - Save obj file (texture cordinates checked) saved out the normals as an uncompressed targa and the diffuse. When I load it in I get the normals but looking as…