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모든 토론 > Dota 2 Modeling > 제목 정보
Akaize 2013년 10월 22일 오전 8시 34분
Textures, a huge problem
Hi, I have a problem with mask1 and mask2.

I know how to work the color channels, this is the same problem with my another set (Strength of the Future Gods). I know how to paint in all colors (RGB), but I can not soften the alpha channel, how do I paint the alpha channel leaving the smooth edges? I do not know how to convert a color to alpha with Gimp or photoshop. This problem prevents me to giving metallic details in the items how should.
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HellJumper 2013년 10월 22일 오전 11시 49분 
Manipulating the alpha channel itself is hard since you don't have things like layers to work with. I suggest making the alpha channel in a separate .psd document (and then when you are done flatten the image and copy/paste it into your actual mask files).
Akaize 2013년 10월 22일 오후 1시 33분 
Well, I'll try.
Akaize 2013년 11월 1일 오전 5시 46분 
Now I'm suffering with the metalness map. Hell, what do you think about this head?

http://i.imgur.com/5tXRz9I.png?1
http://i.imgur.com/HxO8IR2.jpg?1

I need help to making the better I can.
I'm remaking the entire set.
HellJumper 2013년 11월 1일 오후 5시 24분 
It looks great up close. I think that perhaps you could put a few hard edges along the horns (definitely at angles that would normally seem sharp) which would give the shape a more definite appearance.
Akaize 2013년 11월 3일 오전 7시 27분 
http://i.imgur.com/6zyB7U7.png?1
http://i.imgur.com/PUrGYo2.png?1

Now I applied the Dota texture rules, and make more edged the parts with this need.
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모든 토론 > Dota 2 Modeling > 제목 정보