Nope, no luck. I tried several different formats for diffuse slot. Also exported the model with several different settings, but no luck so far. help me out guys. :(
oh. yeah. my bad. The plane remains the same, No change at all. Its just the diffuse texture without the opacity. I included screenshot just for good measure. Many thanks.
make sure you have a diffuse and normals applied. Also do not try using OS maps with a tangent space map, it will NOT be correct. also, post an image of your normal map
Its not just the normal map that needs to have padding, but the diffuse and specular as well. I would say re-render your normals/ao map out with large padding, like 32 or something. You see its mipping to black, which likely means your diffuse has only a few pixels of padding, and then goes to black, so the normals isnt as…
Sir Apple: It could help if you'd post your normal & diffuse maps(flat) so we can check for any problems there. Also try viewing your model in another viewer/application to, again, verify that the problem isn't with your model in any way (eliminate it as a suspect in your investigation...to use Cop-show talk) I'd install…
kk so i got most of the opacity working minus the glass, thanx for the tip earthquake, had a brain fart on the alpha in the diffuse, second one i played with the blending modes, is there an option for 2 sided???
cool trick binopittan. I tried that but when I assign my pedestal as a ref mesh, it automatically uses the diffuse from my character on it. Where can you assign a different material for the ref mesh?
Maya plugin wont work for 64bit no, you need to make sure you have a normal map loaded if you're using PhongEnviro instead of Simple, Simple is the only material type that will work with just a diffuse texture.
so, will this only work, with simple diffuse map? Or can the toolbag handle say, 2 diffuse/2normals/2 spec maps? Pretty much is there a way to throw in 2 meshes together? Combine them together as one mesh, export them out then assign materials in toolbag? in the editor I only have one chunk, with 2 materials. Could this be…
It has to be 32 bit, and yes save your mask into the alpha channel of the diffuse. Hard to say anything more than that, without actually knowing what problem you are having. Post some images or explain the issue please.