08-21-2015, 06:25 AM
(08-20-2015, 12:19 PM)uac9000 Wrote:(08-19-2015, 06:10 PM)TM67 Wrote:In the 3ds max material editor, just select self illumination and click color correction, and in there you can assign your normal map and then change the RGB values and the channel output.(08-19-2015, 06:35 AM)Demonslayerx8 Wrote: I believe they do.. which is built inside their normal maps under the Red and Green channels... Blue channel has pretty much nothing, while the Alpha is the spec map
OK, I see. But how could I convert those channels into actual self-illumination? I mean...normal maps don't display self-illumination, afaik, so how could I display self-illumination (using the normal maps) in 3DS Max/Blender? Sorry if the question is a bit confusing...
It worked!!! Thank you so much!!!!!
Oh, and BTW, I don't know if I'm making something wrong, but the self illumination seems to be inverted (the dark areas are more illuminated, and the bright areas are darker than it should be, as you can see in the following image).
I tried to mark the option "Invert" in the color correction panel, but it doesn't work either...
Despite this, thank you so much again, this was exactly what I was looking for