HeroEngine Forums
Welcome, Guest. Please login or Register for HeroCloud Account.

Author Topic: [Resolved] Layered Textures per Material  (Read 1257 times)

Hairein

  • General Accounts
  • *
  • Posts: 1
    • View Profile
[Resolved] Layered Textures per Material
« on: Aug 10, 11, 05:33:48 AM »

Hello there!

Is it today possible to use 'layered' textures on a GR2 model exported from 3DS Max 2011? What I mean would be as follows:
a1) color_texture_map
a2) color_texture_detail_map (blended into a1) as well as
 
b1) normal_map
b2) normal_detail_map (blended into b1)

The idea is to provide detail in the color and normal map textures when close up to an object.
I know that multiple materials are available as multi-/sub-materials, but in this case, it would be multiple textures layered over each other on the mesh with some sort of (definable) blending.

-Anyone with some tips on how to construct the Hero material in 3DS Max to do this?
-Is it even possible with the current version of the HERO engine?

Thanks.
« Last Edit: Oct 26, 12, 04:17:02 PM by HE-Cooper »
Logged

Rissa2002

  • General Accounts
  • *
  • Posts: 43
    • View Profile
Re: Layered Textures per Material
« Reply #1 on: Aug 10, 11, 08:40:37 AM »

im thinking ya can blend layers in photoshop then apply to max as a hero mat

lots of photoshop how to's are available by search engines.
http://www.photoshopcafe.com/tutorials/blend/blend.html   

this one i found easy and short..
Logged

Stadi_Thompson

  • General Accounts
  • *
  • Posts: 324
    • View Profile
Re: Layered Textures per Material
« Reply #2 on: Aug 10, 11, 11:53:20 AM »

You can add texture layers to dynamic characters. It is how you do skin tinting tattoos and decals. As far as them blending, as Rissa said if it is something that can be done in Photoshop/Gimp, i'd go that route, dynamic character setup is pretty advanced. There is a ton of wiki information on this topic as there is no quick way to do it.
Logged