![]() Me - racking my brains how to make this model look okay. Nintendo - for creating Splatoon 2 and Octo Expansion. The ***_color materials are for colorizing. On those maps that don't have them, the reflections will be gone completely. The second skin is just for maps that have generated cubemaps in them (***_env and *_REFL_*). ![]() If the reflections get too bright (they get brighter with every light source) or dark, add a float attribute called $envmapintensity, to the "***_ch" materials, and adjust it. The first skin is for your manual scene lighting. I couldn't add a couple materials to the first one, which has 30(!!!) materials, because Source engine is that bad. It isn't an additional skin to the first model, it's a new separate model. UPDATE: Added an original Octo Expansion look. I know that it already exists here (from Octo Expansion), but this one is straight from Splatocalypse and uses colorable textures.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |