Self-illum by default in Max's Blinn shader is set to only use grayscale values. Check the Color checkbox in the Blinn Basic Params rollout to switch it to use color values. Also, Self-illum is additive to your diffuse, so either make diffuse black there, or use it overbright if you like.
MoP i have tried what you said and using the diffuse texture i painted the hand red fading into orange as it travels up the arm.This is then to be my glow map.I darkened the diffuse hand and arm but when i put the glow map in the self illumination slot in max and render it is not showing,i have a translucent shader also…
I'd use a glow (self-illumination) map... since when objects are red hot they emit dull red light. Just make that area nice and red/orange in the glow map (lighter yellow/white in the cracks might look ok too), turn down the specular nearly to zero on the glowing area, and make the diffuse fairly dark and burned looking.
i am trying to create a texture for my character where his hand and arm look extremely hot (molten lava is the best descripyion i can think of). I want it for diffuse but the character will also have a Spec map, i also want it to cool down as it travels up the arm,any suggestions. Included below my early testings and the…
trhanks Eric,The problem i have is that i am using a Translucent shader not blinn,my diffuse,falloff(for skin) and bump are all here,not added spec.In my inexperience when i broke up the model i created one meshbitmap which not only included the skin parts but also his armour etc.The glow effect that yourself and MoP…
thanks guys, Rick- it is an in game model(4900 tri's inc.weapons). I have posted a couple of pics,still very much a wip on the texturing.Removed Transculcent shader and gone with just diffuse,bump and self illumination.Relatively new to shaders etc and really aiming on making the model look as good as i can,however i am…