Bump Just rewriting my question, it was a little confusing. Pay no attention to the leaf cards in the above screen shot. I assume I should just apply my normal texture to the diffuse slot to get my normals for the leaves. Is there a way for render to texture to respect the alpha channel of a texture card. Like for tree…
I'll breakdown my critique into dot points: - scratch details are looking good. - Some of your normals are to big (Bigger details on the brown but smaller on the red) - Its appears to be a red painted barrel so I assume the brown is rust? but it does not look like rust and seems your relying to much on your normals for…
What ive tried so far has been awesome. Hoping to get more time with this soon. A couple of notes: Would love to have uv2 support and be able to set it per map. Could be cool to have diffuse in uv1, than have a secondarry diffuse in uv2 that can have its own blend mode. Im thinking about, for example, the ability to paint…
Few things jump out at me. For the texture, the normal map isn't translating very well when the diffuse map is applied, mainly on the small details such as the rivets and the black strip things. You can help that by deepening them in photoshop, and also by using the spec map to bring out the normals more. Use a tool like…
Normal map is pretty good. Diffuse is passable. Spec is an absolute disaster, and turning what could be an amazing art piece into something really boring and mundande. Restart it, completely (*EDIT: The specular map, that is). Look at some other spec maps (these two from domwar1 are a nice start:…
thanks man, not sure if I described my problem accurately enough, I want to have a normal hi-to low poly render to texture (diffuse), but with alphad objects included in the render to texture. If you do that, the alpha areas in the diffuse are rendered black instead of whatever should be beneath.. Ive just tried rendering…
Here is how you set max to see alphas. I'm assuming you are using a tga with an alpha. If so go to your diffuse channel map the Bitmap material has a few sections. Make sure under alpha source that is set to none. sometimes this causes problems. Also check that under Mono channel section that is set to RGB. Copy your…
Oh, since we are now on the subject of multiple-texture PSDs : I sincerely, genuinely hate them :D . They seem like a great idea, with all the fancy one-click export scripts and all - but in the end I noticed they tend to be much, much slower to work with than split PSDs with a simple one button TGA save script. I'd rather…
Hey man, it's all pretty solid and the models/normals/uv usage are great, but i'm not digging the texturing on 1 and 3 at all. The tripod seems a bit too uniform, i'm expecting different coloration up top, the two rather similar shades of beige blend together quit ea bit, what about a metallic grey or a blacker tone? Model…
I wrote a nice little photoshop script for this a few years back, its on the page D1ver shared earlier. http://www.markverkerk.nl/wp-content/otheruploads/PhotoshopExporter.rar Regardless of what script you go with you can make an action that simple only runs that script, and then assign a keyboard shortcut to the action.…