i don´t get it?! .. if the diffuse is green and the selfilumination is white you have a green-selfiluminated-pixel.. so where is the problem?? do you want to control the "glow"-color with the selfilumination-map?
Hey dude, that's not bad for a beginner. Post your flat textures to see how you uv mapped the character - this could help find out why your normal map was not good. I like the guitar btw. Here is a paintover of some things you can change easily: The overall shape of the head could use some small changes and your edge loops…
Are you sure your Green channel is flipped? How did you create your normal? Any chance your normal was made inverted and by inverting the Green channel, you flipped it back?
Hey, He looks absolutely gorgeous! The only thing i would say is to tone down the green on the cactus thing. It's an attention grabber right now. Maybe change it a bit so it's not that green?
the white pixel bleeding on the palm leafs is probably because the texture is has a white color with the leaves on top. try having the green leaves on a green background and then save the texture. should do the trick!:)
@Swaggletooth Thanks :) yeah its a rock, need to pay more attention to odd shapes. Not sure about making the water more green, I will loose the reflections and everthing will look just green.
I think if you're going for a red-orange-yellow fall colour scheme, the green grass doesn't really mesh that well. If you made the grass a brown or a yellow'ish green, it might mesh more.
@ZacD Flipping the green helped with some of the details. I still have to figure out how to do my smoothing groups though to get rid of those smoothing errors. With the green channel flipped:
I want a green polycount bean hat, where the whole hat is green with a massive black face on the front of it. A regular bean hat with just a polycount logo somewhere on it would not be cool enough :p
Hey there, Have you tried adding a reflection sphere close to the door? Also, have you checked the normal map green channel direction in UE? There is a flip green channel checkbox in the texture properties.