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How do I apply a bump map AND a emissive heat map?

I just see that "Emissive/ Bumped Specular", but it looks somehow weird with that reflectivity. My bump map is in 3ds standard black and white.

Please help

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Spanier said:
How do I apply a bump map AND a emissive heat map?

I just see that "Emissive/ Bumped Specular", but it looks somehow weird with that reflectivity. My bump map is in 3ds standard black and white.

Please help

 

Edited by nli2work
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How do I apply a bump map AND a emissive heat map?

I just see that "Emissive/ Bumped Specular", but it looks somehow weird with that reflectivity. My bump map is in 3ds standard black and white.

Please help

here is how it looks, the important part about this image though, is that it is Unity version 4.2, not the current version. once i downgraded to this version my emissive problems began going away.

and you can tweak that specular bit out with the slider, although my part is supposed to be a bit shiny so i left it alone :)

8Hs9qND.jpg

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  • 4 weeks later...

Great guide!

One off-topic question though: are there any tools to "bake" white/black specular image maps into the alpha channel on diffuse textures, to work with Unity? I'm not very proficient at Photoshop. I use Fireworks, which I find a little simpler.

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Great guide!

One off-topic question though: are there any tools to "bake" white/black specular image maps into the alpha channel on diffuse textures, to work with Unity? I'm not very proficient at Photoshop. I use Fireworks, which I find a little simpler.

Emissive shader doesn't use Alpha for emissive control, requires it's own texture, can be B/W or RGB; values are added to the diffuse values. Specular shaders do use Alpha channel for Shininess control. any time you see (RGB(A)) in the shader inspector panel, it means the shader will use the alpha channel for something. generally it's for either specular or transparency.

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Emissive shader doesn't use Alpha for emissive control, requires it's own texture, can be B/W or RGB; values are added to the diffuse values. Specular shaders do use Alpha channel for Shininess control. any time you see (RGB(A)) in the shader inspector panel, it means the shader will use the alpha channel for something. generally it's for either specular or transparency.

I figured as much. Are there any good guides that show how to bake a specular map into the alpha of a diffuse image?

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  • 4 months later...
  • 1 year later...

So I trying to follow this tutorial, but when I select Game Object->Window->Animation, I cant get anything added to the hierarchy on the left...???

I know the tut was written a couple years ago, so it must have been for some version of Unity 4... Have things changed that much in Unity 5, that this tut should be updated for? Or am I just missing something?...

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5 hours ago, Stone Blue said:

So I trying to follow this tutorial, but when I select Game Object->Window->Animation, I cant get anything added to the hierarchy on the left...???

I know the tut was written a couple years ago, so it must have been for some version of Unity 4... Have things changed that much in Unity 5, that this tut should be updated for? Or am I just missing something?...

The software has changed but the way you need to rig the part has not. Have you got the latest version of part tools?

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  • 2 weeks later...
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  • 2 weeks later...

hello, i had trouble with unity 5.4,

until i see this thread that made it works perfectly!

So you don't need to downgrade your Unity if you have a few emissive to do :D

Edited by Skalou
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  • 3 years later...

Dear mods, for the sake of all the new mod makers out there,  please unpin this horribly outdated and misleading post.

Anyone following the advice in this tutorial  and applying it to the current (or any version from 1.3.1) KSP will find they have created a part that will not load

It would be nice too if you could pin the linked post instead :)

 

 

Edited by SpannerMonkey(smce)
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