08-21-2015, 12:29 PM
(08-21-2015, 06:25 AM)TM67 Wrote:(08-20-2015, 12:19 PM)uac9000 Wrote:(08-19-2015, 06:10 PM)TM67 Wrote: 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...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.
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
I'm not sure whats wrong there, that's why i was asking about different maps and lighting a few posts back. A lot of figuring out model texturing has been trial and error for me.