Why my model is so ugly???
Hello everyone,
I used 3DS Max to make a dolphin model and use qtip plugin to export as md2 format. Then use the md2 model and load into my opengl program.
The problem is that when I turn on the lighting in opengl, the model is fine, however, when I turn it off, my model looks very ugly.
Light On:
Light Off:
However, when I tried to load other md2 models, I find out that they work fine when lighting is either on or off.
Light On:
Light Off:
Is that something I have missed when I create the model? Thanks for helping me.
[edited by - takumi on February 12, 2003 2:35:48 PM]
Maybe the "other" md2 model relies more on texture than on lighting. Try to build your models with light off, so light is no more a problem...
ToohrVyk
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The second model looks better because:
1) It''s skin is detailed. Detail allows you to make up the shapes of objects even without lighting. The dolphin looks flat becuase there is nothing to show the shape of it.
2) The second model has fake lighting painted onto the texture. So not only can you make out the shape, but it looks like it is lit up even when it really isn''t.
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"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
1) It''s skin is detailed. Detail allows you to make up the shapes of objects even without lighting. The dolphin looks flat becuase there is nothing to show the shape of it.
2) The second model has fake lighting painted onto the texture. So not only can you make out the shape, but it looks like it is lit up even when it really isn''t.
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
_______________________________________Pixelante Game Studios - Fowl Language
Thank you very much for answering.
I already making my model in 3DS with a light off environment...but it looks no problem in 3DS....
Is there any method can improve my model? How can I make fake lighting painted on the texture? I am newbie in 3DS only, please teach me. Thanks~
quote:
Original post by ToohrVyk
Maybe the "other" md2 model relies more on texture than on lighting. Try to build your models with light off, so light is no more a problem...
I already making my model in 3DS with a light off environment...but it looks no problem in 3DS....
quote:
Original post by LockePick
The second model looks better because:
1) It''s skin is detailed. Detail allows you to make up the shapes of objects even without lighting. The dolphin looks flat becuase there is nothing to show the shape of it.
2) The second model has fake lighting painted onto the texture. So not only can you make out the shape, but it looks like it is lit up even when it really isn''t.
Is there any method can improve my model? How can I make fake lighting painted on the texture? I am newbie in 3DS only, please teach me. Thanks~
I''m not sure if there is such thing as not having lights in 3ds max. If you have no lights in the scene, it just shines light from the screen.
Well I''m not a good texturer, so I can only give general advice for getting lighting onto your textures.
- One technique is called "baking". This is when you use a modelling program (3ds max can do it) to "bake" whatever lighting you currently have onto the model''s texture. You''ll have to look up how to do that though.
- The second way is to just use whatever program you''re making the texture with to do it. For example, you could look at the first picture of the dolphin, and use it as a guide on how you should paint your texture. If you do that, it will look the same with lights off. The only problem is you need to do it so it looks okay from all sides. It wouldn''t make sense for one side to be dark is a light''s shining on it! (you get that problem with baking too, that''s why using OpenGL lights or pixel-shaders is most realistic)
If you look at the second model, it looks like there''s a shadow under the chest section. That might be painted on or baked.
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
Well I''m not a good texturer, so I can only give general advice for getting lighting onto your textures.
- One technique is called "baking". This is when you use a modelling program (3ds max can do it) to "bake" whatever lighting you currently have onto the model''s texture. You''ll have to look up how to do that though.
- The second way is to just use whatever program you''re making the texture with to do it. For example, you could look at the first picture of the dolphin, and use it as a guide on how you should paint your texture. If you do that, it will look the same with lights off. The only problem is you need to do it so it looks okay from all sides. It wouldn''t make sense for one side to be dark is a light''s shining on it! (you get that problem with baking too, that''s why using OpenGL lights or pixel-shaders is most realistic)
If you look at the second model, it looks like there''s a shadow under the chest section. That might be painted on or baked.
------------
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
_______________________________________Pixelante Game Studios - Fowl Language
You can remove the lighting on your dolphin-material in 3ds by using "self-illumination" and setting it to 100 in the material editor. This will make your object fullbright.
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Sometimes a Guru meditation must be followed by a Vulcan neck grip.
Thanks everyone~~~
I find out that the problem is my md2 plugin don't export my material setting and just make a new skin from the original texture....
So, is there any method can add the material effect permanently on the texture map? or render to texture?
Or is there any better md2 plugin for 3ds?
Thanks a lot~~~
[edited by - takumi on February 15, 2003 3:53:43 PM]
I find out that the problem is my md2 plugin don't export my material setting and just make a new skin from the original texture....
So, is there any method can add the material effect permanently on the texture map? or render to texture?
Or is there any better md2 plugin for 3ds?
Thanks a lot~~~
[edited by - takumi on February 15, 2003 3:53:43 PM]
You can''t have material properties in most game formats, including md2. You need to paint a skin with shadows and everything, like others said.
There are baking plugins that will render some shadows into the texture/skin (provided you have a lighting setup for a render). Using baked shadows from low poly objects looks ugly but i guess that would work for what you want.
I dunno what''s out there for max but what you need is called ''baking'', i''d search for backing textures or skins in google.
There are baking plugins that will render some shadows into the texture/skin (provided you have a lighting setup for a render). Using baked shadows from low poly objects looks ugly but i guess that would work for what you want.
I dunno what''s out there for max but what you need is called ''baking'', i''d search for backing textures or skins in google.
http://www.strangefate.com
If you have 3ds max 5 just use the built in render to texture method. Although if you''re game has a lighting model that doesn''t rely on pre-built light maps your model is fine and the textures don''t need to be "fixed".
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