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Creating a shine effect - Environment mapping

Avatar of Radspakr Wolfbane

Radspakr Wolfbane

Category: Graphics
Level: Expert
Created: Friday July 15, 2011 - 2:27
Updated: Saturday July 30, 2011 - 0:21
Views: 4561
Summary: An article teaching you how to implement the shine effect to your model.

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OK time to get started first open up RenX and Photoshop and choose the model you want to use.
In my case I'm using Theoden's shield.

Now to start open up the Material editor to the Properties tab.
Down the bottom you'll notice the Pass Count box.
This specifies how many materials go onto the mesh by default it's 1.
But for this we set it to 2 using the the Change button.

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Next go to Pass 2 tab
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and set your shine texture (will be provided below).
In the Pass Hint section select Environment Tab,I'm not sure if this does anything but I set it for the sake of completion.
Do not set it to Display or Publish.

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Shine Texture1268July 15, 2011 - 2:57

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Radspakr Wolfbane (Team Chamber Member) - Saturday July 16, 2011 - 0:15

My computer's pretty good so it's hard to test lag thankfully.
At the moment though I've been using it on the Gondor heavy armour shields and have had no lag.

So far I've been unable to work out a way to isolate the effect to certain parts of a mesh which limits it a bit.

Rob38 (Team Chamber Member) - Friday July 15, 2011 - 12:26

I love this effect! Have you tested to see how much lag it does cause? Is it practical to use on regular units at all?

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