@musashidan I can see that you are still in default shading in max viewport. Did you tried : « Highquality » shading ? That is the way it should work. Also if you use OSL node with alpha in diffuse, the alpha will be added (That is a bug reported by me, should be fixed in 2021.1)
I'm not sure how you go about it in Max, but if it's UVed you can simply take a snapshot of the UVs and apply it as a diffuse texture. In Maya, it's as simply as using the UV snapshot option, but I haven't touched Max in like 2 years, so good luck.
Thanks guys, Scuds I will fix the shorts eventually. been working on other things but occasionally play with the skin shaders. I think the new setup works better, its more flexible with different lighting and doesnt rely on the diffuse as much. Feedback on the skin is welcome!
Oh yes, ofcourse. (Can I say I really admire your portfolio as a fellow dutchmen?) Diffuse is 2048x2048 (ignore the text, i wanted to see exactly how blurry the textures became in blender - edit, had to reupload it because of a server mistake :P)
Try to put more space between leaves on the alpha map / diffuse map. It will help combat that 'planar' look quite a bit. Here is some work I've done in relation to natural environments, maybe it will help you. http://www.polycount.com/forum/showthread.php?t=72008
@michaelmilette Actually, this model doesn't have UVs. I'm using Polypaint, which assigns a color and material value per polygon, versus pulling from a map. My next step is to retopologize it for the low poly and bake the poly paint info into the diffuse and spec maps.
Okay. Update again! Full first texture pass is complete (mostly), going back for touchups / color shifts, and going to start refinining my alpha/spec and finally add my normals. Still need to finish the hair diffuse, but that's next on my list. Woo.
It's easiest, yes. If you know the player will never see those polys in the back, you can UV them to a tiny corner of the diffuse/lightmap and they won't really cost you anything in terms of texture res or lighting. They'll just be there to allow for proper shadow casting.
@Eleszar1 Duuude, this is some awesome stuff, only just found your thread cause it was on the front page, awesome stuff though. Are your textures diffuse only for the most recent piece? As in you do a sculpt, bake down and use that as a base, or does it use normals?
try duplicating and merging your AO and diffuse layers, for what i can see the magic tool is selecting everything because of the source texture. the AO will add constraints to the magic tool. Also try desaturate the duplicated layer, and play around with the magic tools values.