Not that I know of. It's something I've always wanted, particularly so I could adjust diffuse, spec and gloss at the same time. You can try to repeat your transformation (shift-ctrl-t, I believe?) but I've found that to be a bit unreliable in Photoshop. Might work for this purpose, however.
I imagine it's going to be similar to a water effect, so you'll probably need a normal map, a Du/Dv map (for refraction) and a diffuse map. But yeah, you'll need more info from them for sure. There's probably a better way to do it these days, so take the above with a pinch of salt.
ok texture update, no spec on this just diffuse and normal, almost done with the hair im quite pleased with it, not liking the normals on the air hammers so its gonna get redone, but this is all gonna be on pause for dominance war so hopefully it will be done before then. anyways texture crits are welcome! -Woog
Almost done with this little guy- had a pretty fun time collaborating with Tonix for a DOTA2 model. http://www.polycount.com/forum/showthread.php?t=118865 . I mostly painted the diffuse and did the base sculpt for the high poly, he did the low, baking and masks. We worked on the concept together.
Interesting concept. Yes the liquids look like ink now if they are completely opaque. Easy solution, upgrade to Toolbag 3 ;) In TB2 try a transparent material with a bit of diffuse and a secondary reflection. Maybe add a very subtle emission, or even add some kind of ice/crystal inside the fluid.
I like it all except for the shadow that's lining the speaker shapes. It's too deep and consistant. Your normal map is deep enough so I am thinking you could do with removing the painted shadows in the diffuse. Also, I assume you used a reference for this? Mind posting pics of it?
Hey! looking really good so far but the specular values on some areas seem to be to strong especially on the trousers and some of the metal parts. Also atm it seems like there isn't that much detail in the spec and the diffuse you might want to work on that, too :D looks great ! keep it up
Thanks for the help with texture scaling Cheese_Shinobi! And OH YEAH thanks for bringing me back down to earth -__- ahaha! These rocks are going to be pretty far away, I keep forgetting that. Zbrush won't be necessary then, but just for the hell of it, I'll still be shooting for some badass hand-painted diffuse XD.
CB doesn't update automatically but reloading the diffuse is pretty easy from the clipboard or after a save. CB defaults to the last save. It only tiles 4 levels up IIRC but that hasn't been a problem. I still plan to check out texturedesk though when i get home.
hmm I think there are again some problems on light render and plastic effect with that technology (but your not programer ), but work is very interresting, characters have life in eyes... I'm actually continu to learn on my diffuse, but with this screens I'll maybe try something with normalmap.. Good work, thanks for…