2008.07.11, 02:47 PM
BTW, thanks guys. As I thought I've obviously broken some things and you guys really help me nail them down so I can get them fixed.
[>] Brian
[>] Brian
teh1ghool Wrote:Yeah normal maps don't have to be nearly that big unless there's a crapload of detail -- which there isn't. 256x256 would be sufficient for that probly.Me? I know, it was just a test.

ccccc Wrote:teh1ghool Wrote:Yeah normal maps don't have to be nearly that big unless there's a crapload of detail -- which there isn't. 256x256 would be sufficient for that probly.Me? I know, it was just a test.
Brian, specular still doesn't seem to work right. The darker a pixel is because of the bump map, the less the specular map should effect it. I think. Right now specular maps make the bump mapping look faded. (try using an all-white spec with the demo's "metal_bump")
Alexander Smith Wrote:ccccc Wrote:teh1ghool Wrote:Yeah normal maps don't have to be nearly that big unless there's a crapload of detail -- which there isn't. 256x256 would be sufficient for that probly.Me? I know, it was just a test.
Brian, specular still doesn't seem to work right. The darker a pixel is because of the bump map, the less the specular map should effect it. I think. Right now specular maps make the bump mapping look faded. (try using an all-white spec with the demo's "metal_bump")
ccccc, that's what it LOOKS like, but that's not how it works. The specular isn't supposed to be more or less effective based on how dark the pixels are due to bump mapping, it's supposed to act like the bump mapping is actual geometry, but right now it isn't.