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Tutorial 4 with custom model, lighting not right

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Tutorial 4 with custom model, lighting not right Empty Tutorial 4 with custom model, lighting not right

Post  branchcut Mon Aug 10, 2009 4:17 pm

Here is how my model looks in blender:

Tutorial 4 with custom model, lighting not right Blende10

Here is how it looks on the iphone:

Tutorial 4 with custom model, lighting not right Iphone10

And on the iphone with vertex color "baked in":

Tutorial 4 with custom model, lighting not right Iphone11

I've searched the forum and have done the following:

* Selected all objects (model, camera, light) by clicking ctl-A before running export script
* Recalculated the normals of the object (edit mode / ctl-n)
* Adjust the objects center (mesh window press Center New)
* Export the normals (push N button before running export script)

I also played with the lighting intensity and position, but it didn't make any difference .. and when rendering in blender the lighting looks fine.

The .blend model is here

branchcut

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Post  branchcut Mon Aug 10, 2009 4:26 pm

Oops, the original model I posted didn't have any textures. Here is the model with textures but without following changes done yet:

* Recalculated the normals of the object (edit mode / ctl-n)
* Adjust the objects center (mesh window press Center New)

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Post  branchcut Mon Aug 10, 2009 6:13 pm

Well I made a little progress. I noticed that the model had two textures, a color texture and a specular texture. (I'm not the one who created the model, which is why I left out this detail)

Just experimenting, I removed the specular texture, and it looks better in terms of being well-lit:

Tutorial 4 with custom model, lighting not right Remove10

but a lot of the 3D effect has been lost. (compare it to the image in original post on this thread)

Is it possible to add multiple textures to a model? I went through the tutorials, and I think I remember that there was a limitation on this.

PS: Forgot to mention I'm a 3D/sio2 newbie ..

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Post  sio2interactive Mon Aug 10, 2009 6:39 pm

but a lot of the 3D effect has been lost. (compare it to the image in original post on this thread)

>> Welcome to the world of realtime graphics Wink Your job is to make it look just as good as rendering but running at 30+ fps Wink

Is it possible to add multiple textures to a model? I went through the tutorials, and I think I remember that there was a limitation on this.

>> 2
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Post  branchcut Mon Aug 10, 2009 6:44 pm

OK so max 2 textures per model? Can they be "composed"? Eg, one on top of the other so they combine in a layering fashion? Hope that makes some sense.

Thanks for the welcome message Very Happy

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Post  sio2interactive Mon Aug 10, 2009 6:47 pm

OK so max 2 textures per model?

>> No per material

Can they be "composed"? Eg, one on top of the other so they combine in a layering fashion? Hope that makes some sense.

>> Check the video tutorial03 for more info.
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Post  branchcut Tue Aug 11, 2009 10:16 am

So just a follow up in case it helps any other newbies ..

I think I know what the root cause of the original dark hand was -- sio2 was taking the specular map and applying it as a normal texture. Once I removed the specular map, it looked just like the shadeless mode in blender.

The reason it looks like the shadeless mode in blender (Material buttons / Materials / Push Shadeless), and not the shaded mode .. is because:


Blender shadows won't work in SIO2... It's totally different for rendering and in the viewport is driven by GLSL. (ref)

and the fix is to use one or more of the following techniques:

* DOT3 (video tut)
* projected shadow
* planar shadow
* projected geometry using alpha test.

If anyone can explain these techniques more, or point to which video tutorials contain examples .. would be appreciated What a Face

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Post  Francescu Tue Aug 11, 2009 10:53 am

Tutorial04 explains how to add planar shadows and tutorial11 about shadow maps.

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Post  palagroup Sun Aug 16, 2009 1:35 pm

Hi Branchcut,

I'm new in SIO2 (This is my first post), but I'm not new in Blender.

For the texture looking, what I would do is to Bake the Texture as UV for
your model in Blender, using Ambient Occlusion, to see if you can sort of fake some subtle dirt shadows etc.

And for the light reflections, I know that in Blender you can also Bake the Normal Maps, as Blender uses GLSL as well. But I don't know yet how to use it in SIO2.

Cheers

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Post  branchcut Sun Aug 16, 2009 1:38 pm

Thank you! I will try it and post the result if there is an improvement.

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Post  yarri Wed Aug 19, 2009 1:48 pm

Hi, I too am struggling with how best to use my tangent space normals in SIO2; the method in tutorial03 works fine for shadow maps on static objects but to make a game character shine, I'm looking to add more realism with SIO2 animation. The DOT3 lighting example looks good, but I'm not sure what the performance will be with animation.

Anyone have any recommendations for using normals? Just bake a texture, or is there a better way?

--yarri

EDIT: Sorry, just realized that you've already covered this in the following thread... I'll do some experiments on 1.4:
https://sio2interactive.forumotion.net/sio2-engine-f3/dot3-normal-bump-mapping-per-pixel-lighting-t544.htm?highlight=dot3

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