No, that wont work. Max materials are completely different than Unity shaders. At best you get a material with the diffuse hooked up and maybe diffuse color...but thats it.
Anyone know if ZBrush 4.0 can author 16 bit textures? Primarily diffuse. I know it can handle 16 bit alphas but no love so far with creating diffuse. :( Cheers in advance. -Dean
Try assigning a new material to the high poly and give that a go - I think (not too sure) that if you have a diffuse assigned to the material, and bake from that - it will also include the diffuse bake that in to it
Starting working on the diffuse, also sorted the light maps. Just a quick modified diffuse used for the spec for now so excuse that. Always looking for some crits so feel free
Apparently the error was not using the CustomLightingDiffuse Channel additionally, but just calculating the diffuse part into the CustomLighting-Node. As soon as I plugged my Diffuse Colors into the CustomLightingDiffuse it worked for Skeletal Meshes again.
So If i wanted to use vertex paint. I could only either use 4 diffuse or 2 diffuse and 2 normal or any combination of 4 texture samples? Is this correct?
You could simply put the vertex colors in your diffuse slot and render a diffuse map. Texporter offered the possibility to render out vertex colors, too, if I recall right.
I cant seem to figure out why my cubemap looks so bad. my cubmap rez is 2048 on a 512 diffuse map. the funny thing is that on other diffuse textures of the same size it looks perfect. Thanks
anyone know how to get the top and bottom diffuse working or indeed what it does. I was presuming that you could do decals with this method, but need clarification. what seems to be happening is that if I put a map on the bottom diffuse , it doesn't show up at all