Spartan, this is the quick crit thread not the "look at me i can rip things from other games and compile model+bitmap tags!"
Spartan, this is the quick crit thread not the "look at me i can rip things from other games and compile model+bitmap tags!"
It is to show the shaders but I forgot to say that in my post, but yeah anything I post thats in hce would usually relate to shaders on how they look.
@warlord: I would suggest you think before you post. Its to show OFF THE SHADERS, christ, but I forgot to say that in my post.
You said you put some random cubemap in there, so tell me how long exactly did you work on these shaders?
Im not trying to be condecending or giving flamebait but from what i can see, you've imported the model an applied a diffuse and arbitary cubemap woohoo?
I see no definition in the model at all and so far it looks more carboard cutout thats been glued at the seams than a actual weapon.
May i suggest you have two shaders on that model, one for the gunmetal and one for the plastic ammo clip.
Oh ok.
The shaders I did in 10 minutes if not less since I wanted it in-game and done to see it. It has everything you expect, bright diffuse (fake bumped), multi with no alpha channel, and then the cubemap properties. I used the warthog cubemap and then the whole brightness thing set all to 1 (which is bad, I know) so yeah. I might have set the perpendicular brightness to 0.5 and then everything else at 1
Faked bump map is making everything look like shit. Don't even try to fake a bump map. Its not going to add any depth as the mesh is going to still be flat. All of the information you need is going to be in the diffuse.
Ugh, enough of that stuff, you posted enough times and told enough times how to CORRECTLY fake bump but you didnt know that mw2's normals map have NO Z (Blue) channel at all, ask disaster, I showed him a m16 normal that doesn't have a blue channel at all, just white. I had to edit mw2's normal maps that got ripped, they are desaturated normals where the red channel is the alpha channel map and the green channel is the entire RGB. There isnt a right way to fake bump any mw2 character, weapon, scenery, or vehicle unless in photoshop you take the normal and brighten the thing +100 and the constrast -50 and maybe do it twice then it will look semi like how it should be in the blue channel but it will look ugly and wrong.
Besides, ill just AO bake the weapons like higuy said on xfire to add shadows and such.
Don't even worry about fake bumping and the AO is already going to be on the texture. Don't overdo it.
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