So I've been experimenting with attempting to achieve a metallic sort of texture on one of my models. I've been downloading metal textures from textures.com, which come with there own normal maps, roughness maps and metallic maps ( Not sure what the metallic and roughness are for ) and I've implemented them onto my model.
Here is the VMT file that I used:
"VertexLitGeneric"
{
"$baseTexture" "beer/brewery/metal2"
"$color2" "[0.5 0.5 0.5]"
"$bumpMap" "beer/brewery/metal2_nm"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmaptint" "[.1 .1 .1]"
"$envmapfresnel" ".1"
$phong 1
$phongexponent 12
$phongalbedotint 1
$phongboost 32
$phongtint "[1 1 1]"
$phongfresnelranges "[1 2 3]"
}
However with these settings when I apply my texture ingame it looks like this:
https://files.facepunch.com/forum/upload/251646/85c9bf15-d8da-4273-86fc-0cb7bf03fa00/20180820122437_1.jpg
The reflections look very jagged going from one face to the next on my cylinder and this affect is amplified to look much worse once you step back a bit aswell. So my question is how would I got about fixing this? Is it something to do with the normal map texture or maybe I have to use one of the roughness and metallic maps somehow? Or is it just that my UV mapping in blender is bad ( I just used cylinder projection on the cylinder and it made it into a nice square ). Any help would be appreciated!
Is the cyclinder smooth or flat shaded in blender? Make sure it's smooth and exports like that. I'm not sure right now if this does affect the envmapping. I rarely use alot of it. Just try fix it.
Ah thanks I it was on flat shading which and switching it to smooth helped alot. Also I did forget to mark the seams when UV projecting it so I did that aswell and its looking alot better now:
https://files.facepunch.com/forum/upload/251646/c81b915b-1da3-4af4-bfbe-8563bd45e888/20180820140445_1.jpg
However I will still have to mess with some VMT settings to get it looking better but thanks for the help with the jagged looking reflections
Sorry, you need to Log In to post a reply to this thread.