thanks guys here are the textureflats for the diffuse and spec and a workflow wip (this arttest was made before zremesher was inside of zbrush so i didnt get to use it + this might be cleaner anyway)
Can someone help me out? My normal doesn't appear in-game!! This is the normal i use And this is the in-game shot: The masks are the same color as the diffuse map for testing purposes
Use a 32bit TGA. Load it in Diffuse channel, and disable Alpha. Drag-copy into Opacity, enable Alpha, set it to Mono Channel Output. (IIRC, don't have max open)
I would love to see the diffuse. Looks like a beautiful hand painted texture. I'm particularly in awe of how natural the hair looks at the back of his head! Stunning.
agree with dustin, the top hatch looks a little to clean compared to other areas...other then that it's a lovely model...is it the diffuse or the ambient light that makes it look so blueish in the upper renders?
So... flat mapping where i need to draw the straight lines and then stroke them. FFrom theese line I should obtain both diffuse and bump panels' inset?
You sure? Looks like a diffuse-only Umodel rip found on some alleged "Free 3D Models" site. Those intentionally misleading sites are the fuel for crap like this.
Maybe it's unrelated, but I see that your UVs are too close to the border of the UV space: scale them down a little, and then export the diffuse map again from 3D-Coat.
Do your sculpt first, then bake AO and normals. AO will help you landmark your details in your diffuse and also accentuate your normal-mapped sculpt details.