AshuraDX Posted October 25, 2013 Posted October 25, 2013 //hiddenblade models/weapons2/hiddenblade/w_blade { q3map_nolightmap cull twosided { map models/weapons2/hiddenblade/w_blade blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/shortsword/env_chrome blendFunc GL_DST_COLOR GL_SRC_COLOR detail alphaGen const 0.1 tcGen environment } { map models/weapons2/hiddenblade/w_leather blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } { map models/weapons2/hiddenblade/w_blade_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }here are the used texturesw_blade : w_leather : so you have to prepare yourt extures like this ,my w_leather is used to cover up areas that are not supposed to shine therefore I alphamapped all areas that should shine out after preparing a copy oif your texture like this you just have to add this between your specular and ENV stage { map models/players/shadow_stormtrooper2/armor_nogloss blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //detail - remove the slashes and this text in order to make this stage detail rgbGen lightingDiffuse }
Barricade24 Posted October 25, 2013 Author Posted October 25, 2013 Okay, so it looks like I'm going to need to go PNG style with this image. Thanks I'll tinker around with that hopefully later today.
Barricade24 Posted October 26, 2013 Author Posted October 26, 2013 Okay I've tinkered around some more and I now have an image that has transparency and I have added the new shader tag in, but I am still getting the same results Here is a look at my shader code. How do I get this image to get connected with the gloss shader and not the main image. Is the spec image involved with this? map models/players/shadow_stormtrooper2/armor-shineblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdetailalphaGen lightingSpeculartcGen environment
AshuraDX Posted October 26, 2013 Posted October 26, 2013 pass me your pk3 via pm please , I'll try to find the error and correct it for you I'll leave comments in your shader so you'll be able to find out what I changed
ZanderNao Posted October 28, 2013 Posted October 28, 2013 I have been playing around with shaders and I think I may have a suitable test subject for the shine. I was wondering, is there anyway to target only certain parts of the model with the shiny shader? I only need the areas that are silver to have the shine, so I have a feeling I might not to do some transparency work in order to get certain parts to be free from the silver shine. Anyway, let me know what you guys think so far.Oh wow, that is some awesome shader! I love it! Barricade24 likes this
Barricade24 Posted November 26, 2013 Author Posted November 26, 2013 Okay, I have now been able to keep the dark blue armor, from having the gloss shader, and the silver parts to keep it. It turns out my mistake was that I did the opposite of what Ashura suggested. I had created an image that targeted the silver parts not the other colors. But now I have another problem. I went to test out the shader and I am not liking how it acts in certain lighting. My problems is that the silver seems to turn black when it is in a certain light. I want the silver to act more like the one in the images in the post above. Any suggestions on how to fix this? Here is my current shader code if that will help. models/players/shadow_stormtrooper2/armor{q3map_nolightmapq3map_onlyvertexlighting{map models/players/shadow_stormtrooper2/armorrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/armor-specblendFunc GL_SRC_ALPHA GL_ONEdetailalphaGen lightingSpecular}{map models/players/shadow_stormtrooper2/glossblendFunc GL_ZERO GL_ONE_MINUS_SRC_COLORdetailalphaGen lightingSpeculartcGen environment}{map models/players/shadow_stormtrooper2/armor-noshineblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdetailrgbGen lightingDiffuse }}models/players/shadow_stormtrooper2/bodysuit{{// alphaFunc GE128map models/players/shadow_stormtrooper2/bodysuitrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/bodysuit_sblendFunc GL_SRC_ALPHA GL_ONEdetailalphaGen lightingSpecular}}models/players/shadow_stormtrooper2/lens{{map models/players/shadow_stormtrooper2/lensblendFunc GL_ONE GL_ZEROrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/lens_sblendFunc GL_SRC_ALPHA GL_ONEdetailalphaGen lightingSpecular}}
AshuraDX Posted November 26, 2013 Posted November 26, 2013 hm good question , the first thing I'd do is bring this stage { map models/players/shadow_stormtrooper2/armor-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } below all othersthen probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiaror you could brighten up the gloss image a little
Barricade24 Posted November 27, 2013 Author Posted November 27, 2013 hm good question , the first thing I'd do is bring this stage { map models/players/shadow_stormtrooper2/armor-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } below all othersthen probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiaror you could brighten up the gloss image a littleI tried adjusting the moving the spec code to the bottom, but no luck. However, I have determined the cause of the lighting problem, I tried adjusting the gloss image to make it look brighter, but it some how made the shine darker. So whatever the problem is, it is connected to the gloss image. I am not sure exactly what it is, but it is without a doubt related to the gloss image.
AshuraDX Posted November 27, 2013 Posted November 27, 2013 hm that's interestingcould oyu upload your gloss image to imgur or something and post a link here ?
Barricade24 Posted November 27, 2013 Author Posted November 27, 2013 hm that's interestingcould oyu upload your gloss image to imgur or something and post a link here ?Sure, I based it off of DT'S gloss image since, I wasn't sure exactly how to make a gloss or shine like effect.
Barricade24 Posted December 4, 2013 Author Posted December 4, 2013 I was able to get the shine working just fine. I just had darking the gloss image. I guess for some reason the shader was inverting the image. Either way, it's working now.
Barricade24 Posted December 31, 2013 Author Posted December 31, 2013 Okay, I have been working on the glow effects for awhile now but for some reason I am not liking how the glow looks when it is presented. Here are some images of my current base: I mainly don't like how the trooper stache looks, it looks rather blury to me. Any tips on how to make things glow effectively at least in terms when adding the glow to the image? Here is my current shader code if it will help at all. models/players/shadow_stormtrooper2/armor_g{q3map_nolightmapq3map_onlyvertexlighting{map models/players/shadow_stormtrooper2/armor_grgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/glossblendFunc GL_ZERO GL_ONE_MINUS_SRC_COLORdetailalphaGen lightingSpeculartcGen environment}{map models/players/shadow_stormtrooper2/armor-noshineblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdetailrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/armor-glowblendFunc GL_ONE GL_ONEglow}} Bek likes this
Circa Posted December 31, 2013 Posted December 31, 2013 It looks like he's covered in a thin layer of snow.
Barricade24 Posted December 31, 2013 Author Posted December 31, 2013 I got a lot better results by turning on Dynamic glow. That's why he wasn't glowing as much as I wanted him to. He looks a lot better now.
Omicron Posted December 31, 2013 Posted December 31, 2013 I would personally make the glow slightly less intense in brightness, and/or make it less blury, so you can see a more clear cut line between the differant glowing segments, like the vents on the helmet. So instead of making it one glowing strip, it's lots of glowing vents so to speak. Barricade24 likes this
AshuraDX Posted December 31, 2013 Posted December 31, 2013 lemme show you how I get my glow effects done :I'm worknig in photoshop so it mgiht not be the exact same in gimp but here you go anyway : 1.start with a black Canvas2.draw the shape you want to glow on a new layer with "sharpish" edges , I simply drew a rectangle and added a simple blur to soften the edges a little as I didnt like the hard 1 pixel edges , but if you're painting them on with ma brush you'll get that kind of AA anyway (layer 1) Canvas + Layer 13.duplicate that layer , gaussian blur it by a small amount and push the brightness up by increasing it via image/adjustments/brightness &contrast . Then set the layerblendmode to negative multiply/screen (layer 2) Canvas + Layer 24.duplicate layer 1 another time , move it on top of the layerstack and gaussian blur it by a larger amount. Then set the blendmode to screen/negative multiply again (layer 3) Canvas+Layer 35. Enjoy your finished glowmap , this is my final result , it keeps definition of whats actually glowing instead os just placing a large blob of color above things and I think it works best for small lights and screens Canvas + Layer 1,2&3 Edit : you can also experiment with different colors in the layers or use more layers to get a thicker glow effect , but this is the most basic example I could come up with . Just play around with this and see what you can come up with dont limit yourself on 3 layers quick 5 layer lightsaber blade type effect Barricade24, Omicron, katanamaru and 2 others like this
Barricade24 Posted December 31, 2013 Author Posted December 31, 2013 Nice. I wish I had an artistic touch.One can always learn.
Barricade24 Posted January 19, 2014 Author Posted January 19, 2014 Does anyone have any suggestions as to how I can replicate the image on the lens? I want to try and make it look more high-res. I got some decent results with the radial gradient but I could use some tips on what else I can do.
ChalklYne Posted January 19, 2014 Posted January 19, 2014 You should put a fake reflection on them like the helmet of Shiftee's Sith Stalker
Barricade24 Posted January 29, 2014 Author Posted January 29, 2014 Just a notification, the skinning part for the Shadow Trooper is done. Well, except for the glow stuff but that is still WIP. Anyway, I am focusing on getting all the skins done first, then moving on to shaders. At this point there is not much left to skin. So far the only things left are: The Blue Incinerator (He only has some leg work and a tiny bit of helmet work left)The Default Commander (He only needs a shoe finished.)The Red Commander (Still needs a bit of work.)The Shadow Incinerator (Needs an updated head line.) The alt version gets the same update. So really, not a whole lot left to do in terms of skinning. ChalklYne likes this
ChalklYne Posted January 29, 2014 Posted January 29, 2014 I'd love to get you into Zbrush man... You would just pwn. Not that you don't already, I'm just saying
Barricade24 Posted January 29, 2014 Author Posted January 29, 2014 I'd love to get you into Zbrush man... You would just pwn. Not that you don't already, I'm just sayingWhat exactly is Zbrush? Is it some kind of texturing tool?
ChalklYne Posted January 29, 2014 Posted January 29, 2014 Modeling/sculpting/texturing. Heres an example of the painting http://youtu.be/DMbSYpCgyZ0?t=6m8s
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