Why are my Glossmaps and opacity maps being ignored?

0

Hi,

So I made a character in Adobe Fuse and exported it. I have a diffuse, normal, specular, gloss, and opacity. In Photoshop I added the gloss map to the alpha channel of the normal map and added the opacity map to the alpha channel of the diffuse map, and when clicking "save as", I choose .tif/.tiff as the file type and tick include alpha channels and include layers. For the new diffuse map, I added a _diff suffix at the end and for the new normal map I added a _ddna suffix at the end of the file name.

However, When I apply the material to my character, the hair does not have the opacity map applied since the hair does not show thin strands but is instead thick strands, and the metal belt buckle is not shiny (indicating no gloss map). I am using the Illum shader and the default material type and have not meddled with any of the other material properties.

It is also worth noting that the face appears to lose a considerable amount of quality.

Questions:

  1. How can I get it so that the opacity and gloss maps are applied? Are there any settings I need to change in the material?

  2. Is there a difference between .tif and .tiff?

  3. Can I use .png files, or does it have to be .tif(f)?

  4. Why does the face and the textures in general look worse?

Thanks in advance!

Photos:

what hair should look like:

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What hair ends up looking like:

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What belt buckle should look like:

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What belt buckle ends up looking like:

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What my channels look like on my diffuse texture:

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What my channels look like on my normal map texture:

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asked 6 years ago187 views
3 Answers
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Accepted Answer

For the metal belt buckle you can check a couple of things. Make sure the material's Smoothness is maxed out because the smoothness value in the alpha channel of your normal map is multiplied by the material smoothness value. Also make sure your diffuse color is "dark" and your specular color is bright (physically the light should be either diffusely reflected or specularly reflected, not both) When you make a material with both spec and diffuse high you tend to get a washed out white appearance.

For the opacity map I'd have to play around with the material editor to figure out. Try changing the material opacity to something slightly below 100% and see if that causes your opacity channel to start working. Otherwise you might need to check the shader options to see if one of them enables the behavior you want.

answered 6 years ago
0

Hey @REDACTEDUSER

Does anyone know why this is happening and how to fix it?

answered 6 years ago
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+1 to @REDACTEDUSER

answered 6 years ago

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