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Wszystkie dyskusje > Dota 2 Modeling > Szczegóły wątku
Akaize 22 października 2013 o 8:34
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 22 października 2013 o 11:49 
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 października 2013 o 13:33 
Well, I'll try.
Akaize 1 listopada 2013 o 5:46 
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 listopada 2013 o 17:24 
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 listopada 2013 o 7:27 
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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Wszystkie dyskusje > Dota 2 Modeling > Szczegóły wątku