did you offset half your mesh before you baked? that can bork your normals a lot. maya's viewport previews are generally pretty dodgy though, best to check it out ingame first the transparency's cause maya automatically connects the alpha on 32 bit textures to the transparency node on your material. so basically all the…
breunbaer - had a look at your linked pictures and the ones above, this looks like its a problem with the alpha channel on your mask files. Make sure your saving the mask 1 and mask 2 as 32 bit .tga, that they each have an alpha channel and that the alpha has at least a little information (white dot on black will do it).…
"_mask1" is a 32-bit texture and every channel is used. Red is the detail map mask. Green is the diffuse and fresnel warp mask. Blue is the metalness mask which controls where the Color and Fresnel are suppressed. Alpha is the self-illumination mask, where the color is drawn from Color texture. Even if you are not using…
I think Valve mentioned in a recent update that all heroes would get their $alphatest set to 1. If you submitted an item with a 32-bit diffuse that was already accepted (and had done a transparency map) then I'd imagine that after this update gets rolled out, some older items should gain their alpha maps. It doesn't seem…
_mask1 - 32 bit, every channel is used: 1. R - detail map mask - ignore in most cases 2. G - diffuse and fresnel warp mask - ignore in most cases 3. B - metalness mask; controls where color and fresnel are suppressed - usually black 4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if…
I tried importing from another computer and it worked fine. Not sure why it's not working on my current station. @Nannou: Thanks but 32 bit worked fine. Has anyone had a problem where the assets you import are there but won't follow the right bones correctly? I managed to import my assets into the game but they're just…
@Nemozini I render all my textures at 2048. That way, when I downsize them to 128H x 256W, I get as much detail preserved as possible. @Sparr Valve's zip of the model's files includes ma (maya 2012), smd, and ob. You should be able to get the model. The SMD import plugins are strictly for 32 bit Maya, so remember that.…
Maya SMD importer works fine for 32 bit MAYA. I haven't tried to export with it yet. I was going off the weapon files from the game and the guide, which got me into the UV shared border edge seam. I moved the flipped UV mirrors into another UV region and it solved the normal map generation problem. I noticed a hero model…
i dont remember the tutorial i followed, i tried a lot of them, but i used maya and the plugins that comes with the sdk on the folder "Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\sdktools\maya" there is a file called runmaya.bat if you use maya 2012 (need to be 32, dont work with 64) you make a shortcut…
I downloaded the bounty hunter model that they supply, opened the .ma file in maya 2012 and got the textures to work on the model (breaking the connection then re-finding the file), my two questions are: Is the masks1 and masks 2 files the specular and glow maps respectively? im guessing at those two. Question two is when…