Finally finished the gun and the animations, still need to add the collision and hit stuff, but that is not what I wonder, I don't seem to find the place where I can show/ hide objects? This is especially for the death/explode animation... any ideas? btw, I use the SC 2 Beta Art Tools.
Yes, it worked thanks a bunch man I owe you one bigtime!!
Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !
I don't think it is necessary to copy the red channel to the alpha channel, since imo it look ok now, but I will attach the normal map this evening, since I'm at work now.
I didn't use a color map, I just used a simple one colored rgb texture.
Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on.
select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.
@Zolden:
in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max.
So, I think it is ok no?
the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?
I did the same on that wall, and the effect is quit nice :)
Hey guys, I did some research on the effects of normal, diffuse, spec and emiss texture mapping ( I also added an alpha layer to the diffuse texture so I have team color)
I already know how the decal works, so I didn't put that in here
I made a high poly model in Max of a rock and rendered it out as the normal map.
So here is the result, it is just on a plane with 2 tris, I also added the textures that I made
This is just for study purposes.
I noticed that that the emissive and specular multiplier on the bike were not set correctly, so I need to change that.
Finally finished the gun and the animations, still need to add the collision and hit stuff, but that is not what I wonder, I don't seem to find the place where I can show/ hide objects? This is especially for the death/explode animation... any ideas? btw, I use the SC 2 Beta Art Tools.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@Xibadivs, although I used Hulk Hogan's mustache to get this done, my friends also pointed this out :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Ok, I tried out nDO2, no luck, it chocks, and so I decided to try another way, also I followed this guy's method to do a specular map :
So I tried it on the guy, and I am pretty happy with the result:
First image, just a color on the diffuse map, second one is with normal map and specular map, and finally I applied the diffuse map
Hope you like it, and it also means I can start rigging and animating !!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
THnx Z. I installed nDo2 since I have Photoshop CS6 and not CS5 :/
I'll try it out tonight
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
After I fix up the armor of the dude, it is rigging and animation time, then time to release :)
Thnx Kailniris
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Alright, finally time to work on this biker :)
Still need to do the guy though
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Now that I got a taste for it :p I 'm doing the rest of the bike to, and the rider :D
Soon an update.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Yes, it worked thanks a bunch man I owe you one bigtime!!
Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !
Happy panda right now :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Alright!!! You left the rest as is?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
mm. I haven't read that... but I'll post the normal map shortly.
T.
Edit: Sorry Z. I didn't know why you suggested that before... now I do :) thnx
Edit: Finally, after hours of delays on the public transportation, I am finally behind my computer!
Edit: I did a split on R G B values, and I think I prefer the Red channel to be the correct one, not the green, but that is just me.
Talk to me Z.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@Zolden
I don't think it is necessary to copy the red channel to the alpha channel, since imo it look ok now, but I will attach the normal map this evening, since I'm at work now.
I didn't use a color map, I just used a simple one colored rgb texture.
@JacktheArcher, I'm using the SC2 Art Tools.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@JacktheArcher:
Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on. select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.
@Zolden: in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max. So, I think it is ok no?
the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?
I did the same on that wall, and the effect is quit nice :)
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hey guys, I did some research on the effects of normal, diffuse, spec and emiss texture mapping ( I also added an alpha layer to the diffuse texture so I have team color)
I already know how the decal works, so I didn't put that in here I made a high poly model in Max of a rock and rendered it out as the normal map.
So here is the result, it is just on a plane with 2 tris, I also added the textures that I made
This is just for study purposes.
I noticed that that the emissive and specular multiplier on the bike were not set correctly, so I need to change that.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Specular map? no... do I need one? normal map is not completed yet.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Alright, texture finished, time to rig and animate, just realized that I still need to do the gun :)
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here