Users browsing this thread: 87 Guest(s)
Super Smash Bros. 4 Model Project
(08-19-2015, 06:10 PM)TM67 Wrote:
(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...
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.

[img]<a href=[/img][Image: wg4jvCb.png]" />
Thanked by: TM67
(08-20-2015, 12:19 PM)uac9000 Wrote:
(08-19-2015, 06:10 PM)TM67 Wrote:
(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...
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.

[img]<a href=[/img][Image: wg4jvCb.png]" />

How about in Blender?
Some guy who just lurks this place nowadays.
Thanked by:
Sorry, i only know how to use 3ds max.
Thanked by:
(08-20-2015, 12:19 PM)uac9000 Wrote:
(08-19-2015, 06:10 PM)TM67 Wrote:
(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...
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).

[Image: robinF_zpshhabkahu.png]

 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 Wink
[Image: loadcard.php?id=5320]
Thanked by:
(08-20-2015, 05:37 PM)uac9000 Wrote: Sorry, i only know how to use 3ds max.

Aw, darn. I have no clue on how to use 3DS Max.
Some guy who just lurks this place nowadays.
Thanked by:
(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).

[Image: robinF_zpshhabkahu.png]

 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 Wink

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.
Thanked by:
Anyone know how to get layered eyes, like Sonic's eyes, to work in Blender? I hope someone here uses Blender, other than me.
Some guy who just lurks this place nowadays.
Thanked by:
And I'm back. Could someone render the OBJ ONLY of this Link model? The DAE has issues.
Link.zip]Link model and whatnot.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-21-2015, 07:53 PM)supersmashball Wrote: And I'm back. Could someone render the OBJ ONLY of this Link model? The DAE has issues.
Link.zip]Link model and whatnot.

Do you mean render an image of him?
[Image: loadcard.php?id=5320]
Thanked by:
(08-22-2015, 08:47 AM)TM67 Wrote:
(08-21-2015, 07:53 PM)supersmashball Wrote: And I'm back. Could someone render the OBJ ONLY of this Link model? The DAE has issues.
Link.zip]Link model and whatnot.

Do you mean render an image of him?

That is EXACTLY what I mean, please and thank you.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-22-2015, 02:56 PM)supersmashball Wrote:
(08-22-2015, 08:47 AM)TM67 Wrote:
(08-21-2015, 07:53 PM)supersmashball Wrote: And I'm back. Could someone render the OBJ ONLY of this Link model? The DAE has issues.
Link.zip]Link model and whatnot.

Do you mean render an image of him?

That is EXACTLY what I mean, please and thank you.

OK, but do you want me to add lights or something? Or just render the model without any addition?
[Image: loadcard.php?id=5320]
Thanked by:
(08-22-2015, 04:26 PM)TM67 Wrote:
(08-22-2015, 02:56 PM)supersmashball Wrote:
(08-22-2015, 08:47 AM)TM67 Wrote: Do you mean render an image of him?

That is EXACTLY what I mean, please and thank you.

OK, but do you want me to add lights or something? Or just render the model without any addition?
Yes, please. Anything to look fancy. *Screams*
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-22-2015, 04:30 PM)supersmashball Wrote:
(08-22-2015, 04:26 PM)TM67 Wrote:
(08-22-2015, 02:56 PM)supersmashball Wrote: That is EXACTLY what I mean, please and thank you.

OK, but do you want me to add lights or something? Or just render the model without any addition?
Yes, please. Anything to look fancy. *Screams*
Hmm...OK, but I don't have too much skills in lighting/rendering stuff, so it won't be very good I guess, sorry Tongue
[Image: loadcard.php?id=5320]
Thanked by:
That's okay, honestly.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
I'd like to know how to set up lights for when i render my models. I can't just put a light or two in front of the model, i get uneven bright spots and shadows when i use render to texture, and i can't use ambient or skylights because the bumpmap details don't show up. Does anyone know this is supposed to be done?
Thanked by:


Forum Jump: