Do you have at least a dot of white in your alpha channels? and are you saving these mask files as 32bit .tga? the lack of either will result in the texture showing up as pretty flat full bright. If that's not the issue does your color map match the original?
max users, help me out! I'm baking topdown gradient with ToTex, but this time i've got a problem Not exactly top - down. @Bronto, what do you mean? :D Flat shader in Max displays it like this, no need to worry, it looks awesome.
Hi guys , im facing a big problem :( , i have done my color,mask1,mask2,normal map ,when i imported to dota2 , it seems that the mask does not have any effect in dota2 , its all flat colored , Please help :(
Hawt, then throw them into SFM's model viewer, it respects all the masks; once you have it set up, it's a matter of just moving the compiled files the Dota importer makes into the directory you're using for SFM. You're doing your promos a disservice with such flat lighting.
Turbosmooth ends up destroying my geometry for some reason. Also, the normal maps have yet to even work for me (pre-edit, flat, or with this), so I'm more concerned with what else is wrong (such that even with max specular values, there isn't any specular).
My (blatantly) work in progress set for Clinkz with just flat color, though the bow is already in game. Need to get better at textures and uh..rendering, im still a noob to all this and have no idea how to pose, as Blender doesnt seem to want to import animations.
Started working on the textures, no color is set yet, still trying to find a nice belance without making it too flat. texturing and colors aren't really my thing :p I was thinking to make the head more greenish, none the less here's the result so far:
any ideia why i cant see my normalmap working? i changed the color texture to a flat gray and this is my .vtm VertexLitGeneric{$baseTexture "models/courier/sillydragon/sillydragon_null.vtf"$normalmap "models/courier/sillydragon/sillydragon_normal.vtf"} another question, is possible to use a twosided material? thanks
I finished today the flat color texture for Lifestealer...blood is kept on a separate layer, in case i'll have to remove it, if the design will ever be accepted anyway....i'm already thinking of a possible low violence version for the back. If i haven't mentioned it before, concept and sculpt are from Phobalien
Drysocket and I made a new courier (with animations by BigTuna), and it just went up for sale in the store with the NSL Season 3 ticket. Unfortunately, Valve seems to have forgotten to credit us as the artists, but I'm super proud of it and thought I'd show it off at least. :) Turnaround with flat diffuse: Flying: