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Published: 2017-05-15 10:02:09 +0000 UTC; Views: 5800; Favourites: 68; Downloads: 187
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Description
"Happy blending"Download for you to see better
Read the description, please.
My first Chuchorial..
(Actually, I'm just practicing for a special render)
I forgot I have these models..
(srsly, I have discovered some double DL's)
Anyways, The "Texture Coordinate" node
optional..
Cycles automatically uses UV generated mapping
So you don't really need that.. I just use it
CREDITS:
Midna's imp form MoogleOutFitters
EXTRAS:
And don't overdo the normal maps strength..
You don't want trypophobia attacks happening
TOOLS:
Blender 2.76b
MS paint
Related content
Comments: 13
Lyuzekuroaski [2019-02-24 03:14:43 +0000 UTC]
the 2.79b isn't working for me, help
also how do you make the models into mmd?
👍: 0 ⏩: 0
xVladTepesx [2017-05-15 17:40:57 +0000 UTC]
Very nice and clean tut. Keep them coming. Specifically looking for model imports and outfits swaps.
👍: 0 ⏩: 1
ShinyLightBulb In reply to xVladTepesx [2017-05-16 06:01:46 +0000 UTC]
Thanks...
Model porting have different approaches..
That depends on the game..
And outfit swapping is kinda different..
especially if the clothes does not fit the model..
You have to fit it first in blender or 3dsmax before
exporting and merging it to the model..
I can't do that properly yet..
👍: 0 ⏩: 1
xVladTepesx In reply to ShinyLightBulb [2017-05-16 19:28:57 +0000 UTC]
Thanks for the reply, sent you a PM note.
👍: 0 ⏩: 0
TornSkyBlast [2017-05-15 10:41:21 +0000 UTC]
Some models, like Sticklove's Overwatch hairs, use a mask map and an env map which essentially work as emission maps. Would this setup achieve results like in xps or is it specifically for the glowing?
👍: 0 ⏩: 1
ShinyLightBulb In reply to TornSkyBlast [2017-05-15 11:04:16 +0000 UTC]
I'm not sure if this will work.. I don't have Overwatch models.. (crazy right?)
I think you must have a separate texture for the emission,
mapped in the same coordinates..
When I DL'd this Midna model, its emission map is separated..
The base texture is edited and painted black except for the blue lines...
And this setup is just used for things to emit light with textures and only on specific parts..
That's why the emission texture must have the same UV coordinates as the diffuse/base..
The glowing is done in compositor using a Glare node set to fog glow..
I don't know if you understand all that..
sorry if my English isn't right and didn't made that clear enough..
👍: 0 ⏩: 0
Hypster83 [2017-05-15 10:14:46 +0000 UTC]
Nice looking for something like that, like for eyes!
👍: 0 ⏩: 1
ShinyLightBulb In reply to Hypster83 [2017-05-15 10:51:29 +0000 UTC]
Yea.. That would look cool..
As long as the emission texture has the same UV coordinates it will work
be careful if the materials are joined or it has a different texture..
You have to make a emission map for that..
👍: 0 ⏩: 2
Hypster83 In reply to ShinyLightBulb [2017-05-15 11:06:57 +0000 UTC]
www.casimages.com/i/1705150130…
👍: 0 ⏩: 0
Hypster83 In reply to ShinyLightBulb [2017-05-15 10:58:11 +0000 UTC]
K thanks, anyway, for normal map ... you should use normal and math>Multiply.
👍: 0 ⏩: 1
ShinyLightBulb In reply to Hypster83 [2017-05-15 11:07:00 +0000 UTC]
I use both..
Well, I use normal and math>Multiply sometimes
I just change what I use depending on what I do..
👍: 0 ⏩: 1