I had a smart material worn plastic for the base then just a plain color Quote: "that looks much better what did you do? I had issues getting 3dcoat assets looking right in GG, some people may find it useful if you mention how you got it to look right.įor the plastic lid I changed the color from completely black to a little lighter.Ī 3D Coat tutorial said not to use completely black for PBR. I didn't do much more than lowering the normal intensity a little and exporting the texture maps as PNG. It is good for walls and floors but the texture must be suitable (enough dept) in order to get a good result.īrickwall_D which is found in your EBE texturesource is the texture i used as a test to export textures with B2M3. My previous question seems to be answered, parallax mapping is a shading technique, not actually adding geometry like tessellation mapping. Please do correct me if i'm wrong with the above. PNG 32 is essentially the same as PNG16 but it is the preferable choice for textures with alpha transparency which compared to the index-alpha of PNG16 provides multiple levels of transparency which thus also provides a much smoother blend along the edges. PNG 16 is 16 million colors and the preferable choice for larger complex colorfull textures. It can be used for small textures with less color and thus have textures with a small filezise, there is however also question of banding on the textures. This processing will affect the loadtime of the textures. PNG data is lossless but as i understand there needs to be some processing of that data because it is not data that is directly readable by the GPU like DDS. It is quite interesting and educational to read more on this matter.ĭDS is the prefered format but also losy because with every edit and save information is lost which means that the quality gets lower.ĭXT3 seems to be the prefered compression for color-rich textures but not for alpha because it is either on or off.ĭXT5 has gradient alpha and is thus the choice for water, sky and other gradient textures. I have attached the 3D Coat export settings I am using for GG. I guess we need more info from Lee or Preben on this. dds file I get from 3 Coat is not correct. dds with mipmaps and both GG Directx 9 and DirectX 11 versions liked it. dds with generate mipmaps but GG does not like it. dds file? I tried opening the 3D coat exported. dds format on export.ĭoes GG need mipmaps in the. It seems that 3D coat does not add mipmaps to the. dds textues exported correctly from 3D Coat. Textures correctly from 3D Coat so I was not seeing the normal map effects in GG. After some more testing I discovered that I was not exporting the I have attached an updated screen shot from GG. Probably since I am familiar with Gimp and working with layers it made it easier to understand how to use 3D Coat. So far I like the 3D coat interface and work flow, I was able to figure out how to use it with only watching I few minutes of a tutorial. Modeling program I wanted to test how well 3D Coat works UV mapping and texturing a Wings3D model. I know I made some other artistic mistakes as I am learning 3D Coat. Yes I know, I kind of did that on purpose to see more of the metalness in GG so I could tell if Where mR, mG, mB, mA are normalized material red, green, blue, and alpha values correspondingly īR, bG, bB, bA are normalized background red, green, blue, and alpha values correspondingly.Quote: "Also your model looks good but you need to tone down the edge wear it's a little bit too even and too much of it. The RGBA components of the corresponding color are multiplied by 1 - bA The RGBA components of the corresponding color are multiplied by bA The RGBA components of the corresponding color are multiplied by these factors (per component): ( 1 - bR, 1 - bG, 1 - bB, 1 - bA) The RGBA components of the corresponding color are multiplied by these factors (per component): ( bR, bG, bB, bA) The RGBA components of the corresponding color are multiplied by 1 - mA The RGBA components of the corresponding color are multiplied by mA The RGBA components of the corresponding color Components of each material color are multiplied by these factors (per component): ( 1 - mR, 1 - mG, 1 - mB, 1 - mA) The RGBA components of the corresponding color are multiplied by these factors (per component): ( mR, mG, mB, mA) The RGBA components of the corresponding color are multiplied by one The RGBA components of the corresponding color are multiplied by zero The multipliers Src and Dest can have the following values: Name Show older versions >|Hide older versions << UNIGINE 2.18 (Latest) (Unsupported SDK).
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