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#mmd #help #mmdmikumikudance
Published: 2016-10-06 19:59:54 +0000 UTC; Views: 448; Favourites: 2; Downloads: 1
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Description
the first one is how it looks in pmx and the 2nd in mmd why does it get all shiny looking i cant figure it out. i did re color all the textures, does Β that have something to do with it?Related content
Comments: 9
SilverDreamyRose [2016-10-06 20:21:06 +0000 UTC]
I believe I know the problem, maybe the way to fix that is to use PMDE, if you want I can try to fix it for you.
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GhostFaceFun In reply to SilverDreamyRose [2016-10-06 20:33:47 +0000 UTC]
how do you open her in pmd if she a pmx?
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SilverDreamyRose In reply to GhostFaceFun [2016-10-06 20:38:27 +0000 UTC]
It actually very easy,
Follow these instructions:
1. Open PMDEΒ
2. Click Information and click PMX/PMD Automatic Switching
3. Load your PMX model
It doesn't make it PMD So you are good
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Wampa842 [2016-10-06 20:18:10 +0000 UTC]
PMX does not handle specularity and glossiness the same way as MMD does on textured materials. It's a problem with an inconsistent rendering pipeline: MMD was written in C++ and can interface with DirectX directly (excuse the pun), while PMX was written in C#, which requires a third party DirectX wrapper (SlimDX).
In your case, you should try decreasing the glossiness (snine) value to something like 3, to give it a more diffused look, or decrease the brightness of the overall specular colour.
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GhostFaceFun In reply to Wampa842 [2016-10-06 20:26:05 +0000 UTC]
im sorry im really new to this, this is my first model ever haha so i dont really understand how do i decrease the gloss?Β
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Wampa842 In reply to GhostFaceFun [2016-10-06 20:37:02 +0000 UTC]
In PMX, on the material tab, next to the three colour swatches there should be number inputs, four, four and three from top to bottom. In each row, the first three fields are the colours' RGB components. The fourth field in the first row is the transparency value, the fourth field in the second row is the glossiness value. The colours from top to bottom are diffuse (the colour that interacts with lighting), specular (a shiny effect based on light and camera angles), and emissive.
A low glossiness value means that the specular "blot" will be large and less shiny. With high gloss, the shine becomes stronger and smaller. A glossiness value of zero means that the material is not affected by specularity.
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GhostFaceFun In reply to Wampa842 [2016-10-06 20:45:41 +0000 UTC]
thank you! it worked β₯β₯β₯
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MajesticFork [2016-10-06 20:17:27 +0000 UTC]
probably the toon?
possibly the subset colouring in pmxe
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GhostFaceFun In reply to MajesticFork [2016-10-06 20:52:48 +0000 UTC]
i got it now thank you for helping β₯, love your icon as wellβ₯
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