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As you can see, the texture looks a bit like a badly compressed jpg. Is this a common problem? Would you say it's a problem with the normal map or the specular map? Because the diffuse map doesn't look like that.
I first painted the diffuse map, and used Nvidia's normal map filter in photoshop. For the specular map I just used the same as the diffuse map except I grayscaled it. Maybe this is a bad idea? I've never done this before.
First attempt at Quake 4 texturing, what's wrong here?
Re: First attempt at Quake 4 texturing, what's wrong here?
Looks like your spec map is way to bright, also your diffuse lacks any colour at all by the looks of things. Cant tell without looking at the texture?
Re: First attempt at Quake 4 texturing, what's wrong here?
try adding a light touch of 'noise' to the template you used to make the normal map
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Re: First attempt at Quake 4 texturing, what's wrong here?
does D3 engine compress normalmaps to DXT1 ? That 'ugliness' looks like the telltale result from .DDS 'swizzling' in the textures. I think lower settings will compress th textures. What quality setting are you running it on?
Re: First attempt at Quake 4 texturing, what's wrong here?
Thanks for the tip, Kat! I think I overdid it though. :P

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That's it! Much better.urgrund777 wrote:does D3 engine compress normalmaps to DXT1 ? That 'ugliness' looks like the telltale result from .DDS 'swizzling' in the textures. I think lower settings will compress th textures. What quality setting are you running it on?

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