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Posted

We discussed the problem with rough surface normals last night in the IRC, however I noticed another strange problem. this time the texture looks like ass, when its in the shadows - but it doesn't look bad, even if you place the light very close:

 

pave_lightclose1.jpg

 

and now check out this screenshot:

http://www.dark-project.com/BlackThief/pavement_test1.jpg

 

the texture looks quite good as long as it is lit properly. in the shadows it looks like it has got a specular - really strange.

 

I made the normal almost completely by hand. cauze of the very rough surface:

 

pavement_local.jpg

 

maybe I should post this problem at D3world.org...

Posted

It looks like you've got the light entity almost against the top of the surface to me. If you do that then it'll only light up a small radius on top, but'll still extend out to catch the sides of the bricks all the way to the edge of it's influence.

Posted (edited)

oh, yeah you were right. I must have accidentally put a light half into the ground. that light caused that strange effect. thank you - I was really shocked, cauze first though that my normal caused that. :D

 

now it looks much better:

http://www.dark-project.com/BlackThief/pavement_test2.jpg

 

what do you think - shall I upload the texture to the ftp ? which family ?

Edited by BlackThief
Posted (edited)

I think it looks great.

 

One of the things we might have to consider is that some textures will need to go in more than one spot. If we are organizing them by 'environment' (like mansion, castle, etc), then many will be useable in more than one.

 

Otherwise, we'll have to make very large folders, like "Stone surface".

Edited by Springheel
Posted

The texture is great ..looks really good. :)

Can I make an observation… The stone texture is representing granite sets and these are usually about 4” by 7” I have no idea if the camera is close or the texture is too large but the overall look in that screen shot seams a bit big. The construction of the texture i.e. the alignment of the sets is spot on .

I worked for a company called lilliput lane for over five years making miniature models of vernacular architecture (old natural buildings usually more than 300 years old ).

Over that time I built up a good working knowledge of old construction methods and building materials. My book collection on the subject is also good …if any one wants me to check something out I would be very happy to do so ….the closer we can get to reality the better.

Posted (edited)

yeah the texture scale is too big on this screen. but you can adjust the texture scale in the D3 editor - so it doesn't really matter how big the texture is. ;)

Edited by BlackThief

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