Your alpha channel is affecting your diffuse. If you're using Max, just set the Alpha source under your Diffuse map dialogue to None (Opaque) and use the proper Opacity slot to control opacity.
Hey guys, On my recent project (a house), I need to have two diffuse maps, one for the roof and one for the rest. It will be rendered in UDK, and I don't know how to put two diffuse maps on my model in UDK. I appriciate any help. Thanks alot
I have some nice surface details on my sculpt, but i cant figure out how i could get some diffuse out of them.. heres a pic of what i mean: does anyone have any techniques to incorporate these in to the diffuse inside zbrush?
These look quite nice, I really like the floral tiles. I think the grout in the diffuse is a bit too noisy, though. Leave the detail in the spec and gloss and remove most of it from the diffuse.
For the metal looking like plastic : darken your diffuse, put the scratches in your specular, I recommend using a gloss map too, to give the shininess that "dirty" non-uniform metal diffusion.
Changes: -Redid lighting -A bunch of adjustments to the skin shader, still not quite happy with the look -Diffuse and specular adjustments on the face plate and body. Textures: Same as before (diffuse, spec, gloss, translucency)
I find making it entirely metal, entirely rough, and black diffuse works best. If it's 0% metal, you'll still get a little specular. But setting it to metal will use the black diffuse as the specular, and it'll just be a void.
Hay guys, ive made some progress with the textures in the Unreal engine, just a view quick screenies no specail lighting yet - *Forgot to add all the diffuse maps are hand painted. Diffuse Maps - In editor pics -
Hard to see what's going on with your mesh from just one angle. Also seems like your diffuse is darker on one side than the other. How does it look with no lighting and just the diffuse map?
thought it would be easy but cant do it. I got a diffuse that i want to be non glossy, and another diffuse i want to combine that has elements that are very glossy. These elements or whatever dont overlap in this case so i dont need to overlay. Not sure how this is done.