Quote: "No, because this is Pixel Shader 2"
It's actually
Pixel Shader 3.0 just to be clear. But yes, it doesn't work in X10. And it would be redundant, X10 already has normal mapping for segments.
Looks good rolfy, the right half of the image looks much more rich and detailed.
Dark Shader is a must for serious FPSC users, it provides a quick gateway to preview your models and textures with shader effects without having to build or test a game each time you tweak your textures. Every shader I make from now on will have Dark Shader UI controls for previewing.
Remember, just because you can load in a normal map doesn't guarantee it will look good. You have 3 textures now that work together to produce a final result. And like I said in the video, don't underestimate the importance of the specular texture. In my opinion, it is the MOST important texture, it will make or break the effect.
A summary of how you should treat the textures:
Diffuse: should contain mostly color information, with little to no shading.
Specular: most important texture for defining the material and surface properties. Is the material dirty, shiny, metallic, plastic, pitted, etc.
Normalmap: Defines form, and large-scale surface details.
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"bond1 - You see this name, you think dirty."
