Game Editing > 3D Modeling & Content Creation

[blender] Hair mesh too shiny

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boodrl:
Hello everyone,

Recently I've been using blender to edit and export a hair mesh that can be usable in another game. So far what I only do to the hair mesh is

1.)I import the mesh as a .obj file
2.)I scale, rotate and move the mesh file where I want it to go.
3.)Then I click on the "set smooth" button located in the "links and materials" tab. "Double sided" is also selected  in the mesh tab.
4.)Then I click on the "shading" button and  go to the "texture" tab I click add new. Then under the "Map input" tab I click on "UV"
5.) Then I click on the "texture" button and in the "Texture type" drop down list i select image. Then I load the texture I want on my mesh. The texture file is a .dds file.
6.) I click on the "editing" button and go back to the "Links and Materials" tab. I add a new vertex group, go into edit mode and select the hair mesh. I name the group BONE-0 and assign all the vertices to it.
7.) Then I select a .msh file and replace it with the new hair I've just edited.

For my mod to work I need a .mao file, .msh file, .mmh file and a .dds file. I put these files this into my override folder so I can view them in the game. The hair loads and the texture looks fine but the hair is too glossy and shiny.

Where did I go wrong? is this a problem related to the texture file or the mesh file? Does anyone know how I can fix this.

kat:
This 'effect' is usually referred to as "Specular highlighting" and at a guess it's going to be one of two things;

1) If the exporter you're using is reading and interpreting Blender shaders then you need to play around with the "Spec" and "Hard" settings in the "Shaders" panel of the "Shading" buttons (F5); just reduce those values until you get something that approximates the look you need.

2) It's going to be a setting or value in the game itself. Depending on how they have their materials set up there should be a way to set the "Specular" value of the material applied to the models so you can reduce or increase the specular levels.

What game is this for? It helps if that is known, along with Blender version.

pazur:
Maybe post a screenshot too.

boodrl:
I'm using blender 2.49.

<<kat>> Thank you for the advice I'll try it out. This is for Dragonage: origins
Here is a picture of my problem.

kat:
Ah right.. with that additional info (the game you're editing), your texture set is incomplete by the looks of things. I had a look through the Dragon Age toolset wiki and according to that it looks like you need a diffuse (the hair you've done), a normal map, and a specular map by default. If you have one or more of those missing it'll cause rendering issues. So, I'm guessing that you've got that 'full' specular problem with the hair because the material settings for that object aren't complete - it can't find the DDS or TGA texture it needs.

I don't have any tutorials up yet on making simple specular maps but if you don't know what they are you can make one quickly and easily by just de-saturating your diffuse and making it into a gray-scale image; to do one properly you'd ideally need to take a bit of time with it to make sure your highlights are placed correctly.

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