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Posted

The coins have now the proper size. Of course there is still a problem. As you can see on the screenshot, the uper side (I guess the lower as well) of the coinstack is so bright that it looks from farther away as if there is a single coin floating in the air. The colour should be reduced that it matches the side of the stack.

 

coins.jpg

Gerhard

Posted
Is that a coin issue or a lighting issue? The only light source is directly over top of the coins, so it doesn't look that off to me.

This is a texture issue. I placed the coins outside the light and still looks quite bright. I check this with real coins but I think it doesn't look realistic.

Gerhard

Posted

Yeah, it might be that the light is pretty harsh. I also tried having the books hilight at the .50 setting and it was quite visible. Could be a combination of the harshness of the light directly above the books and the frobbability problems I was experiencing. The only thing I found was that the books and coins didn't seem to frob when they were centered on the screen. Sometimes they would be off to the side a little bit. How is the middle of the object determined, is there some kind of box around each item that it has to be centered in?

Posted
Sometimes they would be off to the side a little bit.  How is the middle of the object determined, is there some kind of box around each item that it has to be centered in?

 

LOL! I was just posting this problem. :)

 

Bouding Boxes

 

Fixing this issue should also fix the frob problems. I played around this for some coins and I noticed that this box determines when the frob triggers.

Gerhard

Posted
A bigger shot with normal mapped and not normal mapped next to each other would be nice. Looks very nice! I'm gonna try for a pouch of coins next.

Anybody care to explain how I can activate the normal mapping? I used the bumpmap in the material but I think this is wrong. What is the command of the map that I must use for this?

Gerhard

Posted
Aha...I think you'll find it's renderbump.

 

Read a tutorial on D3W...this is why a high poly version is needed as well (perhaps you can fool the game).

I already spend so much time on reading, I need to do some coding as well. :)

 

I will try it with this renderbump.

Gerhard

Posted

No, renderbump is the normal map generation software that is bundled. It sucks ass. This is why I did the high/low poly dealy already, using ATI's normal map renderer. What you need is the material file line that tells it to use a normal map. No idea what this is, as I was never able to get it working.

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