Shiney Textures <3 please help !

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Xenon
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Shiney Textures <3 please help !

Post by Xenon » May 26th, 2012, 3:50 am

so, making a new map called mp_qube, and i really need to get some shiny walls (spectular and normal map) .............. i honestly don't have a clue how to do this .... but understand a lot about mapping :) so can someone explain to me how to do this



one example is the metal (brownish) color walls on mp_portal :D


someone reply fast as i need too know now !! :D much love guys <3


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Re: Shiney Textures <3 please help !

Post by Xenon » May 27th, 2012, 8:32 pm

Soo not a single person knows :( ;0 hahahahaa ...

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Re: Shiney Textures <3 please help !

Post by Rezil » May 27th, 2012, 10:17 pm

There's a tutorial somewhere around here, or you could google 'specular and color maps' and get your results there.
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Xenon
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Re: Shiney Textures <3 please help !

Post by Xenon » May 28th, 2012, 1:16 am

ive tried the tuts on here but honestly there crap :L:L .......... i need more explaining on what to do and how ??? dantheman used it on portal :)

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iCYsoldier
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Re: Shiney Textures <3 please help !

Post by iCYsoldier » May 28th, 2012, 1:54 am

http://wiki.modsrepository.com/index.ph ... _Texturing

http://wiki.modsrepository.com/index.ph ... :_Textures

It's pretty confusing at first, but play around with it and it'll get easier.

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Re: Shiney Textures <3 please help !

Post by Xenon » May 28th, 2012, 5:38 am

nope, still dont have a clue after reading that :L:L i know what i have to do ... just how do i make those spec map and normal map shizzzz :|||||| soo confusing i cant follow tuts >_> derp.

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Re: Shiney Textures <3 please help !

Post by iCYsoldier » May 28th, 2012, 5:59 am

I'm not too sure what you expect though, like I said, it's pretty complicated at first glance. I learnt about normal, spec and cosine maps from those tutorials, so anyone can really. Give it another read, experiment and ask questions.

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Re: Shiney Textures <3 please help !

Post by Drofder2004 » May 28th, 2012, 9:12 am

I just read the tutorials and it makes sense to me.

Take your original color map texture and duplicate it.
The specular color map adds the color of light reflected. So if you have a red car, the light reflected will be white with a tint of red.

The cosine power map is how shiny you want each section. Black = matt (no reflection) White = Very shiny. So, again if you an object that has both a combination of metal and plastic, the metal sections will reflect more light than the plastic, so you colour those black and white (grey).
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