GRUPO DE STEAM
Blender Tutorial Community BlenderTuts
GRUPO DE STEAM
Blender Tutorial Community BlenderTuts
28
JUGANDO
220
ONLINE
Fundado
16 de octubre de 2012
Idioma
Inglés
Ubicación
United States 
Todas las discusiones > Dota 2 Modeling > Detalles del tema
Akaize 22 OCT 2013 a las 8:34 a. m.
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.
< >
Mostrando 1-5 de 5 comentarios
HellJumper 22 OCT 2013 a las 11:49 a. m. 
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 22 OCT 2013 a las 1:33 p. m. 
Well, I'll try.
Akaize 1 NOV 2013 a las 5:46 a. m. 
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 1 NOV 2013 a las 5:24 p. m. 
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 3 NOV 2013 a las 7:27 a. m. 
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.
< >
Mostrando 1-5 de 5 comentarios
Por página: 1530 50

Todas las discusiones > Dota 2 Modeling > Detalles del tema