[Video] Adding Shiny/Reflective effects to Imports!

Started by nanobuds, June 22, 2012, 07:14:31 PM

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June 22, 2012, 07:14:31 PM Last Edit: September 23, 2012, 07:18:02 PM by Nanobuds
NOTE: I forgot a step.

After changing the Material's shader, select the material refs, and change HasTextureMatrix to true


Materials and Shaders: https://www.box.com/s/fa331ff65dc7c070654e

[Brawl Hacks] Adding a reflective/shiny texture to a model


You sir, deserve an award...oh wait, you already have it
3DS: 3780-9595-2194 Tumblr: http://oktavia-von-sekendorff.tumblr.com



noice

u know if its possible to recreate captain falcon's spec map already?


nice tut!
Quote from: Miacis on February 19, 2014, 01:06:26 AM
I know for a fact that the vast majority of the public here cares more about free products than actual quality.
I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. :P

if you want a full body shine do you need to change the material textures to the same thing 

yeah just add it to whatever materials the polygons

I like it! I'm a big visual learner, so this is a big help for me.
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Just noticed you did not change HasTextureMatrix to true. Doing so makes the shine follow camera and look a little bit more real.

What do you mean? The shine followed the camera when I did it like this

It does in singlebinds. Objects rigged to more than one bone need the hasTexturematrix set to true.

Really? Its always worked for me like this, even if it wasnt single-binded

Well at least that's how it is supossed to be. It's like when the metal effect had to be added manually, only singlebind objects looked the way they should. It's the same, try looking at your ironman import's shine with and without matrices. Ironman is full of singlebinds so he looks good even without a Texture matrix. Pay close attention to the waist which I believe is the biggest notsinglebind.

Left one has the matrix, right one is your's unedited.

Texture Matrix comparison