Specularity issues with custom mesh

Post » Fri Jul 17, 2015 9:28 am

I have been having trouble trying to get this to work right;

i made a custom lightbulb holder thing, and when i put it into the scene one of the trishapes is being very reflective. My alpha channel on my normal map is pure black at this point.

specular and emmisive color are pitch black.

Glossiness is 999 (also tried lower numbers, this seems to work the best.)

Emit Multi is 0.1

I even removed the specular flag in the BS LIghting Property.

is there something i'm missing, none of what i've tried is having that much of an effect.

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Cool Man Sam
 
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Post » Fri Jul 17, 2015 11:54 am

Are you saving the normal as DXT5 or any other format that has a defined alpha channel?

Is the tangent space formatted properly?

Glossiness isn't quite the same as specularity. Metallic sheen has low gloss. A plastic ball has high gloss.

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Eric Hayes
 
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Post » Fri Jul 17, 2015 10:27 pm

This is sort of the first mesh i've had problems with tbh.

I'm making the Normals in CrazyBump, but i brought the .dds into photoshop to black out the alpha channel and then saved it as a dxt5

it made somewhat of a difference, but i had this issue in New Vegas, but it was the lighting. I've toned down the lighting in my scene, but for some reason it's still alot more shiny that it should be.

i think the glossiness setting is the lower the number, the wider the light refraction, so your anology is correct, i just made it so small as to be non existent.

it gets really bad when i put it at 1.0

the tangent space should be ok, i haven't had any problems with the exporter and the auto-sanitize flag is ticked in nifskope. but i updated it manually just in case.

i feel like there is something i'm missing, there's alot more options in skyrim, that have a much bigger effect.

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Nina Mccormick
 
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Post » Fri Jul 17, 2015 10:06 pm

http://i.imgur.com/QTI3Fae.jpg

its the end caps; not the light bulb itself, i have a glow map on it.

you'll not the shininess is pretty crazy once you put a light source next to it, the one i have is actually pretty weak, but if i put that same light source up to another one of my custom meshes it doesn't wash out like that at all.

it just super shiny for some reason. I can get around it by putting the light sources farther away, but i find this to be very strange.

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Mackenzie
 
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