ZBrush Maps and Torques Material Editor.
by Kevin Mitchell · in Artist Corner · 05/14/2012 (6:32 am) · 0 replies
So I'm on the verge of remaking my main character for my game to be production ready, but my main problem is that in T3D the only map that works as it should is the diffuse map. Normals always makes the character look different and incorrect texture wise.
For example
I started with this:
This is just a flat sphere with a displacement map. I converted this height map into a normal and brought it into Torque.

When attaching the diffuse and normal I got nothing and the closest thing I got to making it look cool but no were near what I had in the render was to add the diffuse to another map layer and tweeked the parallex parameter.

I am a beginner when it comes to art and I may not understand all the terms but is there any thing I can do to understand all the material layers better?
Currently I am getting the maps from this:
I want to be able to keep the same bumps, specular mapping, diffuse, and details that I have here.
In ZBrush I know that I can get a Diffuse - Normal - and a Displacement Map.
I know I can get a specular map from other programs.
But how do we get these into T3D and keep the same quality as the render in Blender/Max/Maya/ZBrush etc.
For example
I started with this:
This is just a flat sphere with a displacement map. I converted this height map into a normal and brought it into Torque.

When attaching the diffuse and normal I got nothing and the closest thing I got to making it look cool but no were near what I had in the render was to add the diffuse to another map layer and tweeked the parallex parameter.

I am a beginner when it comes to art and I may not understand all the terms but is there any thing I can do to understand all the material layers better?
Currently I am getting the maps from this:
I want to be able to keep the same bumps, specular mapping, diffuse, and details that I have here.
In ZBrush I know that I can get a Diffuse - Normal - and a Displacement Map.
I know I can get a specular map from other programs.
But how do we get these into T3D and keep the same quality as the render in Blender/Max/Maya/ZBrush etc.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.