Basically just do a diffuse as you normally would, then create a transparency map (grayscale). Reflections will depend on what engine you are using, but usually (unless you're using a real old or basic engine) you don't add any reflections to your diffuse.
yes dont have black in your diffuse, almost never have black in your diffuse, as when this lights you will get large areas of flat grey, think about whatthe material is when lit and go for a darker more saturated version of that instead
I'm not familiar with the Shader internals but generally here's no diffuse component to metals so you can't occlude diffuse lighting as you would with a dielectric material. If you have a specular or specular level input you could try inputting a map there
Why not unwrap within the 0-1 box? You can still use a tiling diffuse texture, you'll just have to increase the tiling however much is necessary. Then bake your AO and multiply it onto the tiling diffuse in your material.
I didn't like the dark metal texture I used before so I completely changed it. This is the barrel with a diffuse, bump and specular map The barrel with just a diffuse map Barrel with just a bump map Barrel with just specular map
Here is a more recently made character. 8) The character is 9322 tris with 2048*2048 diffuse/specular/normal maps. The machete is 748 tris with 512*512 diffuse/specular/normal maps Used; ZBrush, Topogun, Maya, Xnormal and Marmoset.
Metals will look kinda flat/muddy if you do a bright diffuse with a bright spec. Try going abnormally dark on the diffuse. =] Racer44 had a good tutorial for doing realistic real-time metal textures, but his site is being rebuilt.
So Im trying to think about this. You have a vertex paint material in your diffuse slot and its set to the channel your painting the verts on right? Then your outputting the diffuse as a render to texture. Is that how you have it set up?
Thanks, Nice horse Brad. Is it for a Half Life mod? Do Half Life users have access to this model? One thing I've been wondering is why the word Diffuse is used for the colour. Does the Diffuse texture go into the color channel?
I'm not feeling the metal of the slide at all. What sort of material is it supposed to be? If its a highly reflective material, you need to darken your diffuse and bring that out with your spec/reflection. Shiny metals are not bright because they have a bright diffuse, but because they are highly reflective.