- Posts: 2083
- Joined: 07 Aug 2011, 17:21
scrawl wrote:@PeterBitt: I added specular mapping, meaning you can make certain parts shiny and others not so shiny. Use the alpha channel of the diffuse texture to control this (alpha value of 1 = shiny).
Great! But Alpha channel of diffuse map? Not normal map? We kinda need the alpha channel of the diffuse texture for transparency or maybe I understood you wrong.