After I fix up the armor of the dude, it is rigging and animation time, then time to release :)
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 :)
mm. I haven't read that... but I'll post the normal map shortly.
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.
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.
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.
@Zolden, euh, no, I do the HiPoly model in max and bake the normal texture. And for organic models I use mudbox...
Damn, just looked at the nDO tutorial, looks really nice, unfortunatly, I have PS6 and not the once below :/