Product Chat / Texturing problem

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imothep85
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Posted: 7th Feb 2018 15:58 Edited at: 7th Feb 2018 19:09
Im using the PP of Game Guru

I have a problem with it, models are black, so i changed the fpe and added the texture

Problem is, i have 3 separated textures, diffuse, specular and bump

HOW to use those 3 textures inside GG on my model???

Because actually my model has just a flat diffuse texture without specular and bump !!!!

i installed the Nvidia DDS plugin for photoshop but what to do with it?? it just save one file with the diffuse in dds format.

Also inside GG the result looks VERY blured, my textures are 2048x2048 !!!

so the result looks like this and the second picture is a render inside 3ds max we see its really too different

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Pirate Myke
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Posted: 7th Feb 2018 17:05 Edited at: 7th Feb 2018 17:07
Blurry textures in PP version.
Check the setup.ini file for this statement and make it this setting.
dividetexturesize=1

Save file and restart Game Guru.
Nvidia DDS plugin for photoshop
I use GIMP for this and the .dds plugin for that. It seems to process faster for me.
Awesume bump is free and can to this from photos if you want with quite a few adjustments that can be made.
Of coarse, 3ds max can bake normal maps also very well from a high poly model to a low poly model.

Texture naming for Game Guru:
For non PBR shaders:
_D for diffuse
_N for normal you will want to use normal not bump maps
_S for specular
_i for Illumination
_cube for cube mapping objects with prebens shaders.

For APBE shaders:
_color for diffused of Albedo
_ao for ambient occlusion
_normal for normal you will want to use normal not bump maps
_gloss for roughness (need to invert for use in Game Guru
_Metalness for metal
_height for height map
_detail for detail map Cant be used with illumination.
_detail for illumination map (illumination map needs to be renamed to detail to be used) Cant be used with a detail map
_cube for cube map reflections on objects instead of the environment generations from picking skyboxes and terrains

Other useful information.
Metalness - black is dialectric, White is metal

Gloss - Black is shiney, white is rough (changed 11-6-17 shader change Lee)

Specular - Mostly grey scale except for metalic objects, then the reflectence color of the metal is used for the specular color.

Roughness - Black is Rough, White is shiny

Normal direction +X -Y +Z or x right, y down, z right
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imothep85
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Posted: 7th Feb 2018 17:41 Edited at: 7th Feb 2018 17:43
its allready dividetexturesize=1

in the fpe i have this:

;visualinfo
textured = computer_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 1
transparency = 0

how i put the texture bump and specular???
imothep85
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Posted: 7th Feb 2018 19:32 Edited at: 7th Feb 2018 19:38
Ok i tested the PBR thing....which is not a real PBR to me like materials created with mari or other texturing software.

This PBR thing is useless at this stage, everything looks like plastic or somekind od fake metal with wrong shiny result, materials are not used like it is in others softwares, i can't have and reach a good result with this PP version of game-guru....

its so borring to spent and lose AGAIN a full day of tests without achieving something good!
GraPhiX
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Posted: 7th Feb 2018 19:32
Quote: "how i put the texture bump and specular???"


you just use the naming conventions Pirate Myke as explained very well in the previous post.

your diffuse is computer_D.dds your normal will be computer_N.dds your specular will be computer_S.dds your illumination will be computer_I.dds just make sure all those are in the same folser as your X and GG will pick them up
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GraPhiX
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Posted: 7th Feb 2018 19:34
Quote: "This PBR thing is useless at this stage, everything looks like plastic or somekinf od fake metal with wrong result"


I have to totally disagree here as long as things are done correctly PBR gives a fantastic result
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imothep85
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Posted: 7th Feb 2018 19:35 Edited at: 7th Feb 2018 19:36
yes i know everything has to be in the same folder as the x object, named with _D _N _S and for pbr _ao _normal etc etc but results are horrible ONLY in GG, with 3d softwares my textures gives me a good result.
Earthling45
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Posted: 7th Feb 2018 19:38
You don't have to.
They will be loaded, but what is of importance is that they have the same name.

computer_D
computer_N
computer_S

You only have to set the diffuse texture which you already did in the FPE, so it should be good.
Earthling45
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Posted: 7th Feb 2018 19:39
Slow again am i
GraPhiX
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Posted: 7th Feb 2018 19:40 Edited at: 7th Feb 2018 19:41
Quote: "but results are horrible ONLY in GG, with 3d softwares my textures gives me a good result."


I have just compared the screenshots you have in you first post and they ALL look the same the only difference in the GG shot is the green light so your comparison is not a true one.

PM the model too me and I will have ago at texturing it for you in PBR
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imothep85
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Posted: 7th Feb 2018 20:17 Edited at: 7th Feb 2018 20:21
in my renders i removed the 3ds max lights if add a basic light i get something like this

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GraPhiX
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Posted: 7th Feb 2018 20:22
are you using photo textures for the drive bays? I think it may look better if you just have one row of drives so that it does not look so stretched the cdrom bays look wrong, do you have a normal map for it?
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imothep85
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Posted: 7th Feb 2018 20:28 Edited at: 7th Feb 2018 20:29
for the drives im going to re-doit beause i dont really like the result.
here another GG render its not really the same as my pbr textures result in 3ds max

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GraPhiX
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Posted: 7th Feb 2018 20:30
that does not look that bad its very 'grungy' I think if you change the drive bays you will be good to go
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GraPhiX
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Posted: 7th Feb 2018 20:34 Edited at: 7th Feb 2018 20:35
here is a quick CDRom drive 613 polys can just use the face 30 polys but they are easy to make and would look better than a texture

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imothep85
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Posted: 7th Feb 2018 20:34
to me its too blured, in GG even if my textures are in 2k and pb doesnt work well
GraPhiX
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Posted: 7th Feb 2018 20:36 Edited at: 7th Feb 2018 20:37
Quote: "to me its too blured, in GG even if my textures are in 2k and pb doesnt work well"


show me your UV for it I think it may be too small in certain parts, you need to make the detailed parts as big as you can on your UV map
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imothep85
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Posted: 7th Feb 2018 20:39 Edited at: 7th Feb 2018 20:43
yes i know i can model those quickly bit i juste change the texture it's faster

here my uvw

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GraPhiX
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Posted: 7th Feb 2018 20:41
ok no problem good luck with it let me know how you get on
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Teabone
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Posted: 7th Feb 2018 20:43
Quote: "Blurry textures in PP version."


There is an issue with blurry textures in PP that is fixed in the private beta. So not sure if your experiencing it due to the engine or how the textures/FPE is setup but it should be known that the PP does have issues with blurring textures based on distance from the player.
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imothep85
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Posted: 7th Feb 2018 20:50
here a part of my texture its really sharp compared to the PP version of GameGuru

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GraPhiX
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Posted: 7th Feb 2018 21:01 Edited at: 7th Feb 2018 21:02
ok my last post, first of all its not good using jpg for a texture also that image is not sharp it is way too compressed and only 286x283 which will look awful on anything.

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imothep85
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Posted: 7th Feb 2018 21:03
changed drivers texture but still blured

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imothep85
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Posted: 7th Feb 2018 21:07
if i come closer to the model its better

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synchromesh
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Posted: 7th Feb 2018 22:11
This could be the Preview issue ...
Try the beta if you have access ..
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Teabone
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Posted: 8th Feb 2018 03:26
Quote: "if i come closer to the model its better"


this sounds exactly like the issue I'm experiencing in the PP (of which as mentioned above is fixed in private beta)
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imothep85
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Posted: 8th Feb 2018 07:30
i would like to be on the beta
Belidos
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Posted: 8th Feb 2018 08:35
Send an email to Lee and ask to join the beta, he'll sort you out.

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imothep85
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Posted: 8th Feb 2018 10:03
done !

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