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.
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…
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
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?
@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…
Its not just the normal map that needs to have padding, but the diffuse and specular as well. I would say re-render your normals/ao map out with large padding, like 32 or something. You see its mipping to black, which likely means your diffuse has only a few pixels of padding, and then goes to black, so the normals isnt as…
Sir Apple: It could help if you'd post your normal & diffuse maps(flat) so we can check for any problems there. Also try viewing your model in another viewer/application to, again, verify that the problem isn't with your model in any way (eliminate it as a suspect in your investigation...to use Cop-show talk) I'd install…
so, will this only work, with simple diffuse map? Or can the toolbag handle say, 2 diffuse/2normals/2 spec maps? Pretty much is there a way to throw in 2 meshes together? Combine them together as one mesh, export them out then assign materials in toolbag? in the editor I only have one chunk, with 2 materials. Could this be…
Pussik its funny you want to make the environments brighter, i think by default marmo enviros are pretty over-exposed(it depends on exactly which one we're talking, as if its a nighttine enviro or something... yeah....). One option is to open the .env file in notepad, and edit the values, you'll see there are a few lines…