textures and shaders! -1 reply

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_Mace_

HI!!!

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18th August 2005

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#1 13 years ago

Hi, im doing this skin, and i want some parts to look like its steel, or something like that... so i wonder what kind of stuff you need to make new textures and shaders to make it look realistic... and can someone maybe give me some skinning tips? i´d love some feedback!! :feedback:




<(:-/*DSX*/-:)>

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#2 13 years ago

I suck at skinning metal, but Remember: "Its all about teh overlays =O"

http://astronomy.swin.edu.au/~pbourke/texture/metal/ Take thos and overlay them on the texture ;) makes it look better. And if you want feedback, try including a picture xD




Inyri Forge VIP Member

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#3 13 years ago

First of all, DSX your link gives a 404 error.

Secondly, Mace, what kind of metal is it you're trying to create?




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#4 13 years ago

Hmm, so it does. http://astronomy.swin.edu.au/~pbourke/texture/ That should work.




_Mace_

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#5 13 years ago

I want the parts to look a little shiny if you know what i mean. And




_Mace_

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#6 13 years ago

sry for dubble post something wierd happend... any ways and i havnt done that much on the skin yet so i cant send you any pics, sry!




_Mace_

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#7 13 years ago

sry for therd post... DSX, should i take all of the shaders and overlay or what?




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#8 13 years ago

How about instead of apologizing, you use the big fat edit button? We put it there just for you... and everybody else who needs to edit their posts.

If you just want shininess and no environment map, I suggest using a specularity shader.




_Mace_

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#9 13 years ago

sry that i didnt use the edit button im new so i dont know everything about this forum, sry




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#10 13 years ago

It's alright. Now you know.

This is a basic specularity map. I'm going to try to color code it for you so it's easier to understand.

[COLOR=Red]models/weapons2/auron_katana/hilt[/COLOR] { { map [COLOR=Red]models/weapons2/auron_katana/hilt[/COLOR] blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map [COLOR=SeaGreen]models/weapons2/auron_katana/hilt_spec[/COLOR] blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }

That is a specularity map from a weapon I made a bit ago. This is it in its generic form:

[COLOR=Red]path[/COLOR] { { map [COLOR=Red]path[/COLOR] blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map [COLOR=SeaGreen]path[/COLOR] blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }

[COLOR=Red]Red [/COLOR]is the pathway to your original texture. This is the one that is default to your weapon (or skin).

[COLOR=SeaGreen]Green [/COLOR]is the pathway to your specularity map. This is a second texture that you've modified to be how you want the texture to look in full light. This will give the effect that the texture is 'shining' when the light hits it.

You can do one of two things here: use your original texture for both, or make a second texture for your specularity map. Either works, but it depends on how different you want your specular shine to look. For instance almighty_gir used a specular map that was purple and green for a model, thus whenever the light hit the armor it would have an oily shine instead of a normal one. As I said, it depends on what you want to do.

If you have questions let me know. Remember, a chrome shader (using an environment map) is another alternative.