here's a little tutorial I put together for setting up materials in Max (normal, spec, color and glow) http://chrisholden.net/tutor/maxnm_material.jpg
not specific to glow, but quickly covers applying on to a material in Max.
I actually find that using the self illumination slot is not the best bet for getting the appearance of how glow maps work in-game. I use the shellac material so that the additive blending is correct.
Here's a mini-addendum-
You can keep the material layout that cholden had there, and then add it to your Shellac material in the base slot. The Shellac material works as a two material, additive blend. Whatever you put into the Shellac slot will act as photoshops 'screen' layer blendmode. With that in mind, you'd set the Color Blend spinner amount to 100, so that it'll be fully applied.
In the Shellac material, but your glow map in the diffuse slot, and set the Self-Illumination to 100% so that it'll glow whether it's in the light or the dark.
That FAQ should have included a question for 'Why the hell would you want a glow map on the eyes and lips?' As that particular application of the map is pretty useless.
They paint their faces as part of their camoflage to break up the recognizable pattern of their face. They wouldn't use glowing paint though, that's for damn sure.
hahaha. yeah just a tad off topic. but i don't care. tis funny.
thanks all for the responses. i actually don't want to glow my dudes face like that. he's gonna have a mechanical backpack thingy that will need some glowy bits.
one more question, does it only show up in render? or can i view in viewport?
Or if you have Max8, it should display it in the viewport if you enable DirectX Display of Material, and put the glow map in the Self Illumination slot, with the "Color" checkbox ticked.
oXYnary: Yes, in that tutorial, I don't know why he used the glow map for those things. As Xenobond said, faces don't emit light. That stuff is better suited to spec.
You're right though, glow maps can be of smaller texture resolution, if they don't need any small details or sharp definition. I think the Art Reference section on Q4 in iddevnet.com mentions this.
Replies
http://chrisholden.net/tutor/maxnm_material.jpg
not specific to glow, but quickly covers applying on to a material in Max.
cheers.
Here's a mini-addendum-
You can keep the material layout that cholden had there, and then add it to your Shellac material in the base slot. The Shellac material works as a two material, additive blend. Whatever you put into the Shellac slot will act as photoshops 'screen' layer blendmode. With that in mind, you'd set the Color Blend spinner amount to 100, so that it'll be fully applied.
In the Shellac material, but your glow map in the diffuse slot, and set the Self-Illumination to 100% so that it'll glow whether it's in the light or the dark.
That FAQ should have included a question for 'Why the hell would you want a glow map on the eyes and lips?' As that particular application of the map is pretty useless.
They paint their faces as part of their camoflage to break up the recognizable pattern of their face.
[/ QUOTE ]
Also to lighten the parts that usually shadow, and darken the parts the usually highlight, in theory making them harder to spot from a distance.
But I think this is off topic...
thanks all for the responses. i actually don't want to glow my dudes face like that. he's gonna have a mechanical backpack thingy that will need some glowy bits.
one more question, does it only show up in render? or can i view in viewport?
That map plugin will composite the glow map onto your diffuse and display it in the viewport.
I am interested in why glow was used in the face. Wouldnt that be better for gloss (sharper specs) where he put such?
You're right though, glow maps can be of smaller texture resolution, if they don't need any small details or sharp definition. I think the Art Reference section on Q4 in iddevnet.com mentions this.
(Goes and looks)
I learnt something here.
John