Hi im importing wow units to sc2 by following daaras guide. My question is on model lighting. I had thought lighting was a data editor thing but i now think maybe it might be a model problem. Would you know why my wow models are not as well lit as the starcraft 2 models. The lighting on my map is a bit low and changing map lighting helps but again the problem is the differnece in teh lighting between the starcraft 2 models and my wow ones, i dont seem to have this problem with buildings interestingly enough.
thanks.
Edit: I found a SCII light but not sure how i use it.
Maybe added an alpha channel to the normal map can fix the problem (blue channel in photoshop)...With this the model's color will no longer rely on global illumination so seriously. Here you can see the difference.
WoW models only use a Diffuse texture, which adds color. Starcraft 2 uses Diffuse, Specular and Normal map to create the high-detail effect you see.
Specular maps add shinyness to the models, so they look like real metal or skin. Normal maps are for adding high poly detail to a low-poly model.
The big character is an example of a model with Diffuse, Spec and Normal added, rendered from the SC2 editor previewer.
The top left would be Diffuse only, like what WoW models use (without lighting). It's very flat looking.
Top Right shows the model with Normal map, showing the little details added to the model without colors or specularity (shinyness)
Bottom Right is the Specular map adding shinyness
If you want WoW models to look like SC2 models, you will need to create and add specular and normal maps to them.
Thanks for the reply. How would i go about making the specular maps. Ive made maps for custon terrain, but with the terrain there was a specific slot in the data editor to put my normal map in, i dont see such a thing for the model. Or would i have to do this sort of thing in 3ds max?
The use of Specular and Normal maps are defined by the .m3, so yes you will need to go into 3ds Max to add these slots if the model isn't using them (Which the WoW models are not).
You can follow the tutorial here for more information on using the .m3 tools and getting maps exported
This video helpred me on how to create a mesh-related normal map.
As a specular map you can use a white image, like white3d.dds. It will be ok for beginnging. Later, after you make normal maps work, you can experiment with specular maps, to reach better light reflections.
Also, mesh-related normal is just a half of the thing. You can also create a diffuse-related normal map and mix it with the mesh-related normal. To push/pop the details of the diffuse map. Triceron uses both on his pic.
Example:
For this wow model, I've created both, normal and specular maps, and it noticably look sc2ier.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi im importing wow units to sc2 by following daaras guide. My question is on model lighting. I had thought lighting was a data editor thing but i now think maybe it might be a model problem. Would you know why my wow models are not as well lit as the starcraft 2 models. The lighting on my map is a bit low and changing map lighting helps but again the problem is the differnece in teh lighting between the starcraft 2 models and my wow ones, i dont seem to have this problem with buildings interestingly enough.
thanks.
Edit: I found a SCII light but not sure how i use it.
@lemmy734: Go
Maybe added an alpha channel to the normal map can fix the problem (blue channel in photoshop)...With this the model's color will no longer rely on global illumination so seriously. Here you can see the difference.
WoW models only use a Diffuse texture, which adds color. Starcraft 2 uses Diffuse, Specular and Normal map to create the high-detail effect you see.
Specular maps add shinyness to the models, so they look like real metal or skin. Normal maps are for adding high poly detail to a low-poly model.
The big character is an example of a model with Diffuse, Spec and Normal added, rendered from the SC2 editor previewer. The top left would be Diffuse only, like what WoW models use (without lighting). It's very flat looking. Top Right shows the model with Normal map, showing the little details added to the model without colors or specularity (shinyness) Bottom Right is the Specular map adding shinyness
If you want WoW models to look like SC2 models, you will need to create and add specular and normal maps to them.
@Triceron: Go
Nice pic. Mind if I use it for the wiki page on the Textures data type?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Triceron: Go
Thanks for the reply. How would i go about making the specular maps. Ive made maps for custon terrain, but with the terrain there was a specific slot in the data editor to put my normal map in, i dont see such a thing for the model. Or would i have to do this sort of thing in 3ds max?
thanks.
The use of Specular and Normal maps are defined by the .m3, so yes you will need to go into 3ds Max to add these slots if the model isn't using them (Which the WoW models are not).
You can follow the tutorial here for more information on using the .m3 tools and getting maps exported
Modelling and Exporting
This video helpred me on how to create a mesh-related normal map.
As a specular map you can use a white image, like white3d.dds. It will be ok for beginnging. Later, after you make normal maps work, you can experiment with specular maps, to reach better light reflections.
Also, mesh-related normal is just a half of the thing. You can also create a diffuse-related normal map and mix it with the mesh-related normal. To push/pop the details of the diffuse map. Triceron uses both on his pic.
Example:
For this wow model, I've created both, normal and specular maps, and it noticably look sc2ier.