Hi guys, this is a small update : Tomorrow I'll begin the trees :) I have few questions about CE3. -Is it possible to do one material with alpha map in diffuse and use a glow map in a same time ? Because the alpha channel is used by the alpha map and "glow in diffuse alpha" become useless... -Is it normal when I use alpha…
Try adding an Ambient Occlusion texture layer to your high poly mesh's material, it has options for ambient occlusion, specular occlusion, etc... (far more options than the Ambient Occlusion render output gives)... I think it contains options for convexity and concavity. You can set it's effect to Diffuse Colour and then…
Make sure you put the tga also in the opacity slot, and check on alpha (not RGB Intensity) in the Bitmap Parameters > Mono Channel Output. Do this in the opacity slot not the diffuse, leave the diffuse at RGB. Outside of making sure the materials are correctly setup, you're stuck working with what is 3dsmax4 without a…
Careful not to go too dark with the flesh tones on his face Keep saturation in the shadows but i think atm you're maybe going too dark with the diffuse than is good for the normalmaps. The codpiece is seeming a tad eye-catching right now, although I'm sure if you keep the diffuse contrast there nice and low, it'll fit in…
I believe I found a better BSA unpacker here I was able to extract the hockey mask texture with it, they use a 512x512 diffuse and a 256x256 normal that has the specular map in it's alpha channel. (holy cow, untweaked crazy bump diffuse!) also, as far as I know, you can't import anything with animations yet, it just gets…
CORDERO I really love your work man, super inspiring! I've finally finished my gun I've been working on, fabulous concept by : http://conceptartworld.com/?p=9983 This is diffuse only and from the Maya viewport, but I baked a normal map and other maps such as AO/Curve/PRT from xNormal and used these as a basis for painting…
You don't necessarily need a normal and specular map for your character, but if you do go diffuse only, you need to paint way more lighting, specular highlights, and detail into your texture. In that case you would render your final image without any lighting. It would need to hold up on its own with just the diffuse…
Hey thanks I remember seeing that somewhere glad you posted it here I was googling the wrong keyword its halftone shader indeed. I'm new to this material node thing so would this allow me to multiply the tone effect on my diffuse?Can it be done simply by plugging it in the diffuse node? or does it have to be somewhere…
Yeah illusive you're right, i also made a mistake and put hkg36 K on the rifle texture instead of C lol. Jason good ideas i'll make em happen but i need a clarification,Flats as how the diffuse appears on the model without shading, or just the simple texture sheets ? :) You mean this sort of flats ? :) ) no shading,…
well most of metals are dark..if I were you I would make differences among metals especially on spec and gloss. now the grip, scope and wear looks like plaster....dark diffuse low gloss and higher spec should do the trick on wear. On scope I would personally go for high spec, high gloss, and very dark diffuse.