The truth is that most of the times, they're basic textures, but combined in such way that it almost never looks the same. None the less, that is a great tutorial too!
![Smile :)](./images/smilies/icon_smile.gif)
I've been thinking about that lighting is more than simply calculating the specular value and simply adding it to gl_Fragcolor. The results come out a bit too simple. I would like to spend more time dealing with it and find out how to improve it. We'll see how that goes when I get the specular texture going, I have a guess how to use the specular maps just for that.Here is a scene with only one texture. (color+AO + shadow). Notice to try to get the nice, prerendered lighting and shadows to match the fast ugly realtime lighting and shadows of the ball.
That is starting to sink-in to me as I'm going which is not pretty easy. I'm not really a texture artist by any chance, so I'm actually stretcing it a little bit too far. The scene I made is very small, that should save me a lot of hours from creating textures.The truth is that most of the times, they're basic textures, but combined in such way that it almost never looks the same.
True. Thats where your spec map comes in. But you have to remember, its all about speed. Colormap + lightmap + specmap + depthmap + normalmap + alphamap + illumination map = Woah! I need a new computer! This will become more evident once you start working with larger maps with characters.dlangdev wrote: I've been thinking about that lighting is more than simply calculating the specular value and simply adding it to gl_Fragcolor. The results come out a bit too simple.
Slow down! Thats a really nice room you have there. While everything can share the same lightmapping UV coords, each different part (like walls, floors, ect) will have to have thier own detailMap UV coords. Just create a new set of UV's in Blender, select all the wall polies, and unwrap them, assign a texture, and line it up in the uv window. If you are using the b3d exporter it will all import into Irrlicht and blend both textures automatically!dlangdev wrote: Dang. I messed-up. I need to re-model the whole scene, texture measurements are way off.
OldSkool: Are you using any architectural measurements when you model in Blender? I need to know how to correctly measure a dimension so they all line-up properly.
How do I setup a cube that is 256x256x256 units? Thanks.
When you start texturing you should first select and create the color texture, so which material it excists in real. So your pillars could be concrete, so I would start creating a concrete texture, and as second the dirt maps.And here's my first attempt at grunge texturing...
Hmm, not too many months ago tho, because it was just released....dlangdev wrote: I saw the book written by Ahearn, months ago. In fact, I spent about one hour browsing that book while sipping a cup of coffee at a local Barnes and Nobles bookshop.
I'm currently figuring how to make textures, though.