I been working to develop art for real-time rendering using the Ogre graphics engine. Ive had various problems in the past, all of which i have found solutions for here. My new problem became noticeable when we incorporated specular highlights into our shaders. I doubt that this is a problem caused by zbrush but i wondered if anyone could offer advice.
The Problem: Strange artifacts seen in the specular highlights… it seems as though the texture of the polygons is reversed. the specular in these areas are dull when theyre supposed to be shiny, shiny when theyre supposed to be dull, and normal map information is reversed
i guess i need to know if the faces/verticies/polygons/edges, if anything retains information that could possibly be causing this problem. I cannot get the same problems to show up in max so i cant blame it on anyone else (coder) the defect must be retained in my model somewhere… ive even rebuilt some of these areas and replaced the polygons… any ideas to help me troubleshoot this problem would be greatly appreciated…
here is an example of the problem… green dashes are uv seams (which im not worried about yet) and the red circles are examples of the defects…
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