See the 3 cards i have? 1 of them is rotated 180 degrees opposite of the other 2 and as you rotate it
it starts to get brighter and brighter. What causes this and how can i make stay the same brightness no matter how it is turned?
I did it and it's working for me O.o, it's looking good for any point of of view, and I changed the lightning to try to make it bug, but it seems like it's good
Edit: Nevermind, it was working in the editor ,but in-game it doesn't work, I think I know why it doesn't work, maybe by playing with the specularity
Edit 2 : I've checked your mesh in-depth and the way it is constructed is irregular (by that I mean, it's unusual for a cubic shape like that to have been triangulated this way), that might explain the weird things happening with it. What I'm gonna do is try to create a clean mesh for you and see if that work, if yes the mesh was the problem, if not it's probably the textures.
i find it hard to believe that the mesh is the problem but maybe it is
All i did was create a simple box using the standard primatives and round the edges.
Pretty much the most simple shape you can possibly create in 3ds max other then a box itself lol which literally takes 2 mouse clicks.
I do not have a specularity emmisive or normal map since i have i no clue how to create them in gimp
or even if they are necessary.
Also it does change brightness in my editor when rotating it. Maybe you have lighting effects turned off?
i figured it out. If I check unshaded on on the material in 3ds max it quits doing that. But the fact i am not using any shaders may make it look less cool , dunno.
At least it helps.
I was going to try to create a normal map to see if it could help the way the model reflects light. The mesh wasn't the problem, because I've created a simpler one by myself and the problem was still the same.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
See the 3 cards i have? 1 of them is rotated 180 degrees opposite of the other 2 and as you rotate it it starts to get brighter and brighter. What causes this and how can i make stay the same brightness no matter how it is turned?
@BallsButNoSack: Go
can I take a look at your m3 file with texture? It would be easier to identify the problem.
@RXMT: Go
yes let me post it
i had the 3ds max model too if u want it
here
@BallsButNoSack: Go
try to check the unfogged (and maybe 2-sided also) box for your main model material. Import it and tell me if it works
@RXMT: Go
no, neither makes a difference
@BallsButNoSack: Go
I did it and it's working for me O.o, it's looking good for any point of of view, and I changed the lightning to try to make it bug, but it seems like it's good
Edit: Nevermind, it was working in the editor ,but in-game it doesn't work, I think I know why it doesn't work, maybe by playing with the specularity
Edit 2 : I've checked your mesh in-depth and the way it is constructed is irregular (by that I mean, it's unusual for a cubic shape like that to have been triangulated this way), that might explain the weird things happening with it. What I'm gonna do is try to create a clean mesh for you and see if that work, if yes the mesh was the problem, if not it's probably the textures.
@RXMT: Go
i find it hard to believe that the mesh is the problem but maybe it is
All i did was create a simple box using the standard primatives and round the edges. Pretty much the most simple shape you can possibly create in 3ds max other then a box itself lol which literally takes 2 mouse clicks.
I do not have a specularity emmisive or normal map since i have i no clue how to create them in gimp or even if they are necessary.
Also it does change brightness in my editor when rotating it. Maybe you have lighting effects turned off?
i figured it out. If I check unshaded on on the material in 3ds max it quits doing that. But the fact i am not using any shaders may make it look less cool , dunno. At least it helps.
@BallsButNoSack: Go
Ok thanks for sharing!
I was going to try to create a normal map to see if it could help the way the model reflects light. The mesh wasn't the problem, because I've created a simpler one by myself and the problem was still the same.