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yak

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  1. Hi, I will try and keep this concise and to the point. My main uses for modeling/texturing are for game assets - specifically for the Source Engine - which apparently uses just diffuse/normal/spec (with spec in the alpha of the normal?) - and NON PBR. I have been learning blender over the past few weeks I am able to put together a basic model (weapon, etc) I made high poly model in blender - and low poly - and baked a normal map from the high to the low Imported normal map into 3D coat (along with low poly model) Exported textures from 3D coat and used in the game engine And problems.... Textures are all way out of wack and I'm not sure where I went wrong or the best way to proceed. I was using smart materials but since it's non-PBR - it looks nothing like the preview in the game. I would need to create things like woods, metals, etc. You can see the difference in the images attached for previewing vs what it looks like in the game. I think it exported incorrectly. I'm not sure how to export just the diffuse and normal (with spec in the alpha)? Should I be using 3D coat for my purposes? My original plan was to: blender model ----> import low poly to 3D coat + normal map from high poly ---> texture and export images ---> use images in game along with low poly model If the program is mostly for pbr... should I just texture manually with photoshop? My head is spinning from all the info and not really sure what to do at this point. I feel somewhat comfortable with modeling the basic shapes but stuck on how to best setup workflow from there. Should I just import high polys to 3D coat and retopology from there, UV map in 3d coat, etc.. paint in there..? Without smart materials... I found I can't do too much paint wise? How do I use images etc..? If someone could point me in the right direction it would be helpful. I've found a bunch of videos but it's all very scattered. I had to learn all this on my own so far but feel like I hit a wall.
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