did you manage to fix before uploading? that looks to me a wrong axys cordination, im using the left hand coordinate system for normals with the inverted y (3dmax style)
do you know the more traditional 3d programs like maya or 3dmax? if yes i suggest doing like me, almost everything on maya and just the high poly on zbrush to get the details on the normalmap
so you are almost there check the mask_1 and 2 every channel and with that page open as reference for example, the red channel on mask_2 is the specular, you can get only this channel and save as a new image and connect on the specular map slot on your 3dmax shader
Hi there.I'm not that into 3dmax,but i beleive i've read it somewhere here in past couple of months that for proper scaling u gotta go to vertex mode and then scale the model.If u do it while in "general" mode,u'r model is just gonna look scaled,but in fact it won't be.
that confused me a lot in the beggining. Now i just used the y inverted on xnormals and my maya is set to the left hand coordinate, same as 3dmax. I know that a lot of items were shipped with wrong normals, the easiest way to check is looking for the seam on the parts that you mirrored
@uberphoenix: You can't use mask1 and mask2 directly in 3dmax, you need to separate the channels first. Just give the material some specular and use normal map, it should give you an idea. If you feel you need to use all the masks, there is a dota2 shader being developed for that job, you can search the forums.
1- you can use a maya or a 3dmax shader, look for the hero shader some guys made here in the polycount forum 2- yes, you can implement the whole set in game, look for a tutorial a guy called !nz compiled about it, its in this thread 3- do your lod0 with uvs and make your lod1 extracting some polygons from lod0, take care…