Wooow thanks alot for encouraging words - warms my to hear that my hard work pays off : ) Here's an update on my character that I finally (!) started texturing. So far it's just a diffuse and normal map, hence the metal material looking non-metalish ; )
Thanks for the response perna, great idea of simplifying it with a falloff material, I was overthinking it with lights and all. I got the result i was looking for by selecting a falloff map in the diffuse slot, and selecting my light source as the falloff direction, now i can create rainbows!
I am having a problem with my grease spots tho....The settings of the bump and reflect i can paly with...but why is it showing the whole plane (ever so slightly) my diffuse color is black, all my maps are using the alpha...this shouldn't be showing up.
- Marnik - thanks. I'm fairly new at this as well. - Quokimbo - yeah I'll post some different shots when I get home from class tonight. - PixelMaster - the textures are at 512. I will go back and add more in the spec and diffuse. Thx for the comments and advice.
thx guys. I spent my whole lunch time on playing with the diffuse. A lot of stuff are still really wip, such as hair, colors and a few areas here and there. I'm planning to add some additional alpha planes to make a better beard. *updated image below*
Yeah, I know. It's a bit sad when all they see is "world of warcraft!!" whenever someone does a diffuse-textured game, when torchlight is ten times the more stylistic "cartoony" style compared to diablo3 and still manage to pull of a fantasticly dark and broody world.
The mesh needs a material in the diffuse slot, it needs to be named the same name as the .vmt and .vtf file(s). It can be whatever format .psd, .jpg, .tga, ect but the name should match because that name gets compiled into the .smd and that's how it finds the vmt/vtf files.
awesome model, it inspired me to do one of my own. i suck at rigging so its just default pose. 1300 tris and 512 diffuse. I hope you dont mind but i used your technique for making hands low poly.
Think I've cracked it.. I got the area light to behave that way by unchecking diffuse and checking ambient in the light, using cylinder and along axis light mode. using mental ray bake, I can get the right results.. Cheers everyone who replied!
yeah and she zoomed in on the diffuse when he was pointing at the normal map.. Oh well that instance system they have looks pretty cool, where you can place blocks and then alter the stuff within the blocks. Looks really easy to create natural uneven surfaces