Gloss error on mesh

Post » Wed Dec 22, 2010 5:52 am

Hey everyone, I've got a problem that looks too easy to fix, but I can't figure it out.

http://img.photobucket.com/albums/v349/Rulerian/render7.jpg
Heres my weapon, renders fine in max but in game the highlights don't match up where the uvw seam is
http://img.photobucket.com/albums/v349/Rulerian/fail.jpg
Sorry I don't have an in game screen but it looks something like that. I've tried flipping and mirroring the uv's on the both ends of the blade but the game lighting still gets broken up there. I'll get a screeny up tomorow, thanks.
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P PoLlo
 
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Post » Wed Dec 22, 2010 2:17 pm

Hmm, I changed the ini file to allow screenshots, but the shots aren't showing up in the oblivion folder, or anywhere else on my harddrive :S it does say "screenshot saved" though
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kirsty joanne hines
 
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Post » Wed Dec 22, 2010 5:33 am

how does it display in nifskope?
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Angelina Mayo
 
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Post » Wed Dec 22, 2010 12:24 pm

http://img.photobucket.com/albums/v349/Rulerian/Untitled.jpg
Looks ok in nifscope :/
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Jynx Anthropic
 
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Post » Wed Dec 22, 2010 9:19 am

Hmm, I changed the ini file to allow screenshots, but the shots aren't showing up in the oblivion folder, or anywhere else on my harddrive :S it does say "screenshot saved" though


IF your on Vista or win7 they are saved to your virtual store -- do a search for screenshot*.* and it should find them for you !

for the problem there are any number of things that could be the cause - If you want to upload a copy of the NIF ( preferably with a copy of the texture(s) you are using in case the probblem is texture related) and either post or PM me a link I'll take a look to see if I can find anything.
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Niisha
 
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Post » Wed Dec 22, 2010 12:28 pm

No idea... need to see nif and maps.
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phillip crookes
 
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Post » Wed Dec 22, 2010 1:01 pm

Also, if you have an AA enabled in the oblivion options dohickey, screenshots won't work.
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Anna Beattie
 
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Post » Wed Dec 22, 2010 10:29 am

Also, if you have an AA enabled in the oblivion options dohickey, screenshots won't work.


Yes but then the game does not display the Screenshot xxx created prompt either which he said is displaying !
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Beulah Bell
 
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Post » Wed Dec 22, 2010 12:35 pm

Thanks guys, did the screenshot search but it still didn't come up
heres the rar with the texture and normal dds plus the nif file
http://www.filefront.com/17337329/failsword.rar

Anyone can use or edit it if they want
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Sylvia Luciani
 
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Post » Wed Dec 22, 2010 1:59 am

Found the screens, I took part of the bump off so you can see it better,
http://img.photobucket.com/albums/v349/Rulerian/ScreenShot7.jpg
http://img.photobucket.com/albums/v349/Rulerian/ScreenShot0.jpg
and another render
http://img.photobucket.com/albums/v349/Rulerian/render9.jpg
http://img.photobucket.com/albums/v349/Rulerian/render10.jpg
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Scared humanity
 
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Post » Wed Dec 22, 2010 3:21 am

don't use absolute file paths for your textures. the file path more correctly would begin simply as textures\ not c:\programs...

I think you have shading issues resulting from an incorrect bake- I think you must have only baked half of the lowpoly blade, the mesh has to be complete at those edges of the UV even if you are mirroring the texture> this causes the vertex normals change, Or your face normals on the low poly changed from when the bake occured, this seems to be is evident at the spike bits towards the base of the blade, and the blade edge. general info for baking normals(for basically any game, as none currently have a shader written into them that allows to disregard this) you have to split UV seams at all hard edges for a correct bake, ie all smooth groups need to be a their own separate UV island. those faces at the base of the spikes on the blade, i see they have their own smoothing group, that needs to be split off.
I am curious why not bake the skull too? it would take a very short amount of time to have made a subD version that would be useful for baking a normal map from.

speaking of mirroring UVs- you will run into some freaking lighting issues when overlaying UV islands that are mirrored at a UV seam, See this mini tut I made for more detail:
http://www.fallout3nexus.com/articles/article.php?id=198

the normal map is hella noisey. It has suffered disastrously from compression artifacts too.

The in-game screens show that the normal map is not functioning correctly. This is because the vertex normals were not correctly exported, well they might have, but you probably left them in your exported nif...this is because you pasted over a vanilla trishape with your mesh right?
I think splitting your UV mid blade is not the best idea, though it'll work no prob> you have correctly orientated the 2 UV shells and have the seams on a flat U axis. Which is the right way to lay that

also, DXT3 for the normal map? the spec map is now just a bunch of pixels, which imo further makes is very pixelated, and DXT3 for me in the spec really contributes to a 'banding' effect on the mesh. DXT3 only stores 16 shades of grey in the alpha channel, imo that's not a whole lot. DXT5 ftw, it'll preserve your specular maps more accurately.

Aaannyway.....

I believe that if you ignore everything I just said, you might simply get away with opening the nif in nifskope, spells>batch>update all tangent spaces. this recalculates your swords vertex normals. and is something I always do in nifskope with all my assets, as sometimes the max exporter fubars them up a bit, so it's good practice tp do even if you weren't copy/pasting over things.

if there is still an issue, I would imagine its the vertex normals being funky at the UV seams. so you will have to offset the UVs. which I would do anyway for the blade because you will probably encounter a lighting issue after updating tangent space, as the blades UV is mirror overlayed.
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Taylor Bakos
 
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