Vertex alpha support was added with 3.05, so you should be seeing the vertex alpha content in the PNG's alpha channel. If this is problematic, you can remove the alpha channel in Photoshop by going to Layer-> Layer Mask -> From Transparency. This will split out the alpha channel into a layer mask which you can delete.…
the BG stars are too bright ( level them so they are smaller pioints of light) you could break the atmosphere of the planet up into five (orso) layers (more expensive but worth it if its a render) with a fresnel component in the transparency of the lower layers and a some different cloud patterns in each layer ( high…
Amilie - Thank you very much <3 :) Eyo. Did some details, Think I need to make some bigger pores to make sure they are visible (layering layering layering) Worked on the hat a bit it is slowly getting there. And then I did some more retopo (I suck at topology so this is me trying pretty damn hard any comments on that would…
I tested what exactly was causing it. I loaded the 8K normal map. There is no layer in the layer stack. No single stroke or fill done. So I just just exported textures at 2K, which only produced 3 black textures and a normal map. The normal map's downscale resolution is bad compared to SD or Photoshop. So I'm certain its…
it would be better if you could show the black and white (heightmap) from what I can tell, make some blotchy noise, like clouds or fractal sum. in another layer drop down some repeating radial gradients, experiment with the blend modes on the brush, wild guess: multiply or lighten/max. then use the radial gradient layer as…
Speaking of Photoshop and crap... anyone tried painting textures on imported OBJs? I tried it out but I could not seem to figure out a way to use several layers, adjustment layers, etc. when doing it. It seemed to me like you were limited to painting in on layer more of less. Pretty useless if this is the case imo.…
i take it youre using photoshop or corel. try concentrating on the anatomy over the high tech armor. do the body on one layer to get proportion and anatomy solid then do the armor on another layer. thats how i do my concept art for characters. things like clothing and hair i have on seperate layers and do multiples styles…
Open up the shader ball that is created when you apply our layer shader to an object. Expand the hardware texturing tab, change the texture resolution from default to highest. If this is still not high enough you can then open the extra attributes tab of your layer, be warned adjusting the layer shader in real time has…
Yes sir, I do believe that is correct ;) A little more base colors. Trying to get these shades of grey as close as possible before I start detailing. Still need embossed text on the light/laser body, too...
Lasers aren't really visible unless they hit something. When there are enough particles in the air for it to be visible (usually from smoke or fog), there will be an irregular and changing scattering of the light. Reduce the alpha, increase the apparent radius, and add a noise filter.