Does diffuse maps need to be flipped in any way coming out of Zbrush? My normal map sits right with FlipG but the diffuse isn't quite right... EDIT: FlipV for diffuse did the trick.
Put your alpha texture in your diffuse texture's alpha channel, be sure to save it as a 32bit uncompressed TGA. Then load the diffuse texture into your material's diffuse map slot. That should do it. If not there are a few Blend Modes under the material tab that you can switch to such as Alpha and Premultiplied Alpha.
make sure you have normals on, and weld your uvs. As far is being overexposed, it looks like you dont have a diffuse map applied, or you have a very bright diffuse.... load a darker image
The problem here is that you do not have a material applied. try this: Save mat as, dicks.mat or whatever Then dicks.mat should show up in your material list, select it Then click "apply selected material" and finally, "save mesh & materials" Now you will have a valid material, and you can plug in your…
Could be, what video card do you have? Looks like some of that is plain old smoothing errors, and some may be filtering issues from having an older card. Its a little confusing with the normal map as diffuse tho, can you post a shot with just a flat grey texture as the diffuse isntead?
Hey there. Are this kind of artifacts a video card problem? (This model has normal map both in normal and in diffuse slot, that's it. Tripoint light, phong environment.
@z3phon - As Ben already suggested, definitely try adding a specular texture too; even if it is just flat black. Omitting a required normal, diffuse, or spec map while using the Phong shader can give unexpected results. It's hard to tell what's happening without knowing what your Diffuse map is *supposed* to look like. If…
Spec map is full color, no need for a 2nd map for spec color, and you can have opacity in your alpha channel of diffuse, read the tutorial.txt for more info.