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Hellfire Markstein

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  1. Thanks for all your answers. I was faking a normal map by combining the displacement map and thel normal map from the wood material. The result is ok I think. To sclupt and to make a normal map out of it is fine for cycles, but to use it in SL seems to be terrible.
  2. Hi, I was creating a Normal Map for a barrel as shown in the pics below. The normal map looks like this: (not the best but ok) And when I upload this Normal map to SL and drag it to the designed slot the Normal map isnt visible as shown in the pic below. Why dont i see the Normal map at all?
  3. Thank you Quarrel Kukulcan, So you uploaded the normal map and the spec map combined with alpha to SL, and you draged both maps to the designed slots of the maps I guess. I did it and this is the result. Not too bad I think.
  4. did you put the spec to the alpha channel of the normal map or did drag it to the spec map slot in sl?
  5. Thank you @Quarrel Kukulcan, that is a very important information for me. But it sounds like that its impossible to have a chrome shining surface in SL. Can you post an example for a goos spec map?
  6. @arton Rotaru, wow very nice model! yes with a local light it works. But it doesn`t help much. It should work without local light.
  7. @Chick Aeon, thanks a lot for your answer. Now i got your point and you are very right. You use 2.79. For me its no problem to transfer things which are done in 2.79 to 2.91. I wonder that 2 Shaders plus a mixed shader works for SL. Someone told me it wouldnt work. I have a good question: Do you bake diffuse with lights or without lights (color only)? Thank you @Arton Rotaru. Yes it works with a sphere. Glossiness has influence with Midday sun position. It doesnt work with the amboss. The diffuse goes to texture in SL without any alpha? Is my Spec map looking correct? should it work with it? Because everything seems to depend on the right spec map. The wite is the top of the Amboss which should shine like chrome.
  8. I rezzed a cube with Spec blank. Glossy is set to 0 and environment to 255. (First Pic), Then I set glossy to 0 and environment to 255. (2nd Pic). Glossy has no influence at all also with the cube. My Preference settings: My Spec Map with Glossy in an alpha Channel: Amboss has not much reflection on Top. Is this your work flow? Bake Diffuse, Bake Spec, Bake Gloss, Bake Normal. Add Gloss to Spec in Alpha Channel. Upload the result to SL and drag into shininess. Add Glossy to Normal in Alpha Channel. Upload the result to SL and drag it to Bumpiness? Upload Diffuse and drag it to Texture?
  9. Hello Arton Rotary, do you mean like on the pic? I saved it and used it as a Normal Map in SL. There was no change. Sorry, environment works. Glossiness doesnt. @Quarrel Kukulcan, thanks for your very interesting information and the link. May be i didnt understand how you make the glossiness. Your last picture is very nce, but i didnt get how you made it. My point is not that the Amboss looks bad but i want the top of the amboss to shine like a chrome metal, this is what i look for.
  10. Where do i plug in the Glossy map then? See pic Even if i increase glossiness and environment to 255 nothing changes. i use Firestorm 6.4.12. Thank you Chic Aeon for your answer. But it must look good for every one not only at a specific windlight. If i set to sunset it looks much better. But my goal is that it looks good at calWL. .
  11. Yes. I hope I understood it right. Is Spec, Normal and Glossy good or bad?
  12. Hello, I was building an Amboss with blender. I textured it and it looks great in Cycles. In SL I miss the reflecting top. Does anyone have an idea how i can bake it right for SL? The Specular map which I uploaded and inserted to Second Life seems not to have any influence. First Pic: Shader Set Up in blender, Second Pic: blender Render Cycle ,Third Pic: SL RenderPic.
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