I am very new to 3d modeling. I have gone through a lot of the tutorials posted on this site, and managed to create what I wanted to. I used the Orlan portrait head and placed it on a different model's body. But for some reason the head seems a bit shiny. I was hoping one of the more experienced modelers would be able to point me in the right direction to fix it.
It sounds like your specularity needs adjusting. You can do this one of two different ways or as a combination,
adjusting the material in 3ds max or adjusting the spec map in photoshop.
Changing Specularity in 3DS Max
-Open the Material Editor and select your material.
-in the "Material Basic Parameters" section there is an option called "Specular Highlights"
you can change the value to a different preset or choose custom and lower the number value.
Changing the Specularity in Photoshop
-Open the Spec map for your model
-Open the Level Panel ( Image > Adjustments > Levels ; or Ctrl+L )
-Moving the arrows under the box will adjust the highs and lows ( I recommend playing around with the center arrow first to get a feel for this tool)
Essentially how the Specular Map works is any parts that are White/Bright look Shiny/Glossy while darker areas do not.
Good luck! Let me know if that solved your problem.
If you require assistance in the future I would recommend adding a screenshot to your post, helps others better understand your issue.
I tried to change the specularity as you recommended but I am not sure I was finding the correct location. I am running 3ds max 2011. When I look at the material editor in compact mode I see Standard Material Settings with a specularity box, but no specular highlights. Changing the specularity there seems to cause even larger problems for me.
Is there something I need to do to get to Material Basic Parameters?
I have included an image of the model I am working on.
The Material Basic Parameters are part of the Art Tools starcraft material ( named SC2 Standard. )
The material you are using is from the community plugins ( named Starcraft 2 ) so yes its going to be the box
named Specularity in the Material Settings Tab.
So upon inspection of the portrait model I noticed that the normal map was inverted (basically to give it back lighting)
this might be what is causing your issue.
I've attached a new normal map file, add this to your map in the Assets\Textures\ directory, save, close and reopen.
Your model should also set the specularity in your material to 10 or 20.
I uploaded your normal map, and updated my model to use it. But ended up with a similar result. I tried removing the normal map but got the same result.
I also checked and I see no emissive map being used by the material.
Any other ideas? It is like he has movie lighting right now, I suppose I could edit the emissive map for the body and add some lights shining up on his face :)
hmm, try editing the face normals of the geometry itself.
You can do this with 2 different modifiers: Normal and Edit Normals.
Normal will change the normals of the mesh as a whole, Edit Normals gives you strains that show which direction the normal is facing as well as tools to edit them.
You can also see the normal direction by enabling it in xView, in the viewport, click on the view mode (usually set to Smooth+Highlights / Flat / Wireframe / etc ) and go to xView > Face Orientation, Negative faces will be shown in green.
I've attached an image showing the Normal Editing process, Be sure to place the modifiers directly on top of the mesh. After you have adjusted your normals, right click and choose "Collapse To" to bake them in.
If your still having issues attach the 3DS Max file and I'll take a look at it.
I really appreciate all of your help. As I said I am very new, and I have probably done some things incorrectly. I hope my inexperience doesn't cause you too many headaches. If you see anything I have done wrong I would like to know so I can try to fix them.
When I attempted to change the normals as described then export using the NinToxicated01 2.1 model export script I ended up with a dark head and glowing body
So after taking a look at the model in 3DS Max, the model itself looked fine.
I changed the head diffuse to a test one and used the normal map that included in a previous post and it looked fine.
I'll attach the map, take a look to see if it has the same issue. If so, it might be a problem with the editor perhaps?
Wow you are right. Man that makes me feel bad, you put me right on the correct path immediately but I didn't realize I needed to restart the editor in between texture changes. Thanks again for all of your help, I learned a lot from the stuff you showed me after you provided the fix!
Ok, so with your map everything worked fine, but when I attempted to recreate it on my map I got the same result. What did you use to export the m3 file? I am wondering if my exporter is the problem.
For this I used an older version of the NiN's M3 Plugins, I'll go ahead and attach it.
I would recommend downloading Blizzards M3 plugins http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014 if you haven't already.
If you use Blizz's plugins, you will have to remake the textures using Blizzards SC2 Standard material and increase the size of the model.
Easiest way to Resize:
- Select all object in Scene, in the menu bar goto Group > Group
- Goto the Utilities Tab in the Command Panel ( same area as you would go for the m3 plugins )
- Under Utilities, Choose More...
- Choose Rescale World Units
- You should now see a new tab in the Command Panel called Rescale World Units, Click Rescale
- Scale Factor 100.0
- If your model is off-center you can move it around with the move tools
- When you are happy with placement and size select the group, and goto Group > Ungroup
Or you can edit the script, find the line where the vertices are read, and multiply it by 2530, that should do the trick, also do this where the bones are read.
Thanks to all of your help kinkycactus I was able to get it working as intended! It is frusterating that it was just a problem with the export script I was using. I am going to work on converting over to using the art tools from now on. I wish blizzard would have released more models with the art tools, that way I didn't have to use the scripts.
I am very new to 3d modeling. I have gone through a lot of the tutorials posted on this site, and managed to create what I wanted to. I used the Orlan portrait head and placed it on a different model's body. But for some reason the head seems a bit shiny. I was hoping one of the more experienced modelers would be able to point me in the right direction to fix it.
@mseverns: Go
Hello,
It sounds like your specularity needs adjusting. You can do this one of two different ways or as a combination,
adjusting the material in 3ds max or adjusting the spec map in photoshop.
Changing Specularity in 3DS Max
-Open the Material Editor and select your material.
-in the "Material Basic Parameters" section there is an option called "Specular Highlights"
you can change the value to a different preset or choose custom and lower the number value.
Changing the Specularity in Photoshop
-Open the Spec map for your model
-Open the Level Panel ( Image > Adjustments > Levels ; or Ctrl+L )
-Moving the arrows under the box will adjust the highs and lows ( I recommend playing around with the center arrow first to get a feel for this tool)
Essentially how the Specular Map works is any parts that are White/Bright look Shiny/Glossy while darker areas do not.
Good luck! Let me know if that solved your problem.
If you require assistance in the future I would recommend adding a screenshot to your post, helps others better understand your issue.
Formally Kinkycactus
Thanks for your reply kinkycactus,
I tried to change the specularity as you recommended but I am not sure I was finding the correct location. I am running 3ds max 2011. When I look at the material editor in compact mode I see Standard Material Settings with a specularity box, but no specular highlights. Changing the specularity there seems to cause even larger problems for me.
Is there something I need to do to get to Material Basic Parameters?
I have included an image of the model I am working on.
Here
@mseverns: Go
No prob,
The Material Basic Parameters are part of the Art Tools starcraft material ( named SC2 Standard. )
The material you are using is from the community plugins ( named Starcraft 2 ) so yes its going to be the box
named Specularity in the Material Settings Tab.
So upon inspection of the portrait model I noticed that the normal map was inverted (basically to give it back lighting)
this might be what is causing your issue.
I've attached a new normal map file, add this to your map in the Assets\Textures\ directory, save, close and reopen.
Your model should also set the specularity in your material to 10 or 20.
Formally Kinkycactus
@ZombieZasz: Go Thanks again kinkycactus,
I uploaded your normal map, and updated my model to use it. But ended up with a similar result. I tried removing the normal map but got the same result. I also checked and I see no emissive map being used by the material.
Any other ideas? It is like he has movie lighting right now, I suppose I could edit the emissive map for the body and add some lights shining up on his face :)
@mseverns: Go
hmm, try editing the face normals of the geometry itself.
You can do this with 2 different modifiers: Normal and Edit Normals.
Normal will change the normals of the mesh as a whole, Edit Normals gives you strains that show which direction the normal is facing as well as tools to edit them.
You can also see the normal direction by enabling it in xView, in the viewport, click on the view mode (usually set to Smooth+Highlights / Flat / Wireframe / etc ) and go to xView > Face Orientation, Negative faces will be shown in green.
I've attached an image showing the Normal Editing process, Be sure to place the modifiers directly on top of the mesh. After you have adjusted your normals, right click and choose "Collapse To" to bake them in.
If your still having issues attach the 3DS Max file and I'll take a look at it.
Formally Kinkycactus
@ZombieZasz: Go
I really appreciate all of your help. As I said I am very new, and I have probably done some things incorrectly. I hope my inexperience doesn't cause you too many headaches. If you see anything I have done wrong I would like to know so I can try to fix them.
When I attempted to change the normals as described then export using the NinToxicated01 2.1 model export script I ended up with a dark head and glowing body
@mseverns: Go
For sure dude, everyone has to start sometime :)
So after taking a look at the model in 3DS Max, the model itself looked fine.
I changed the head diffuse to a test one and used the normal map that included in a previous post and it looked fine.
I'll attach the map, take a look to see if it has the same issue. If so, it might be a problem with the editor perhaps?
Formally Kinkycactus
@ZombieZasz: Go
Wow you are right. Man that makes me feel bad, you put me right on the correct path immediately but I didn't realize I needed to restart the editor in between texture changes. Thanks again for all of your help, I learned a lot from the stuff you showed me after you provided the fix!
@ZombieZasz: Go
Ok, so with your map everything worked fine, but when I attempted to recreate it on my map I got the same result. What did you use to export the m3 file? I am wondering if my exporter is the problem.
For this I used an older version of the NiN's M3 Plugins, I'll go ahead and attach it.
I would recommend downloading Blizzards M3 plugins http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014 if you haven't already.
If you use Blizz's plugins, you will have to remake the textures using Blizzards SC2 Standard material and increase the size of the model.
Easiest way to Resize:
- Select all object in Scene, in the menu bar goto Group > Group
- Goto the Utilities Tab in the Command Panel ( same area as you would go for the m3 plugins )
- Under Utilities, Choose More...
- Choose Rescale World Units
- You should now see a new tab in the Command Panel called Rescale World Units, Click Rescale
- Scale Factor 100.0
- If your model is off-center you can move it around with the move tools
- When you are happy with placement and size select the group, and goto Group > Ungroup
Formally Kinkycactus
Or you can edit the script, find the line where the vertices are read, and multiply it by 2530, that should do the trick, also do this where the bones are read.
It worked for me
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@ZombieZasz: Go
Thanks to all of your help kinkycactus I was able to get it working as intended! It is frusterating that it was just a problem with the export script I was using. I am going to work on converting over to using the art tools from now on. I wish blizzard would have released more models with the art tools, that way I didn't have to use the scripts.
@TaylorMouse: Go
What keywords would I be looking for within the script to make your recommended modifications? It sounds like a good idea!
@mseverns: Go
Glad to help, hope to see more models from you in the future. Good Luck!
Formally Kinkycactus