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Posted

Hi!

I 'm testing the materials in Leadwerks, but maybe I don't know how to create it correctly.

I have used AND Material Editor (good editor, thanks Icare!) and I use three textures: diffuse, normal map and specular. I have attached the textures and final material in this thread.

 

The screens show a material ugly, very pixelated! I don't like this! My questions is: how can I create a well defined material? I have changed the values of texture detail of bump map and the specular brightness, but the quality not change. I have the max settings, not is a problem of this.

post-1522-014074300 1285006322_thumb.jpg

post-1522-048290200 1285006333_thumb.jpg

wall002.zip

Posted

The problem is that it is only DXT1 format. It needs less space, but that produces the artifacts you see.

Try DXT3 or 5, that will look better :)

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

Posted (edited)

Oh, good, now the material shows very nice, thanks!

 

EDIT: I cant compress the texture or looks very ugly.

Edited by Manuel
Posted (edited)

Anisotropic Filtering and texture quality are on max?

 

In the Editor i mean

Edited by DaDonik

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

Posted

Yes, if you want good quality, never use dds compression, it's totally horrible and creates those ugly squares, even with DXT5. When the texture is stretched, you don't have the squares, but then the accuracy gets horrible. I had that with a runway texture, so I had to use uncompressed DXT5.

 

That's why LE should support PNG format, since then you can at least have it compressed on disk, and you could use GIMP also. Now I have to use Paint.NET to convert a DDS to PNG, then edit it with GIMP, and then convert it back to DDS with MakeDDS.exe.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

The biggest problem with your squares is the normal map. If you remove the normal map, then it looks fine also. But that doesn't fix the core problem that your diffuse, normal, and spec map was saved as compressed DDS. You should always use uncompressed DDS.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

Yeah i've had this problem too, but I didn't know why. So rather than fight it I just embraced it lol. Embrace the pixels :blink:

Core I5 2.67 / 16GB RAM / GTX 670

Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3

Posted
So rather than fight it I just embraced it lol

LOL Well, now we know how to solve it!

For me, this was very strange because I see the gallery and the quality is very high! I was shocked when I saw what was happening to me lol

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