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Commented on Slain Eldritch Drake Helmet creation

Hello!

The helmet is looking gorgeous, all the tentacles and details are super awesome :) That said, i think it might be worth it to simplify it just a little bit. Helmets are twice  the size (and available level of detail) compared to costumes, so they tend to look rather busy. You did great job with dinosaur themed helmets, so im sure you can make this feel more smooth too.



As for material maps, im going to try and explain what (might have) went wrong, but if that sounds confusing just skip to the bottom of the comment :)

So, 
It seems like your main blueprint does not contain the same alpha map as your Troxel upload and as that separate _a blueprint in Files. May be it was named differently when you were converting your qb files to a blueprint.



Another thing, your alpha map (in Troxel and on a separate blueprint) the blocks mapped with transparency overlap blocks that are mapped as Glowing on Type map. You only need to set transparency for blocks that are mapped as Glass on type map - so for Yellow and Grey blocks, not Red.

And you seem to have a Transparency applied to most of the model as 240.240.240 RGB color, make sure to mark blocks that are not Glass with 255.255.255 White on Alpha.



To fix all that id suggest to do the mapping completely anew.
1) Take your color model, make sure it has an Attachment Point in proper position - this is you  helmet.qb - Main Model
2) Make a copy of it, color parts you want to Glow (red) and be Glass/Glowingglass( grey and yellow), color everything else as pure white color - this is your helemt_t.qb - Type Map
3) Make a copy of your Type map, fill the Glowing blocks (red) with the same pure white color. Color remaining glass blocks with a desired shade of transparency - this is your helmet_a.qb - Alpha Map
If you are not using any blocks from Specular map - you do not need to create a file for it.

short video of steps above > https://i.imgur.com/EUwUvn0.mp4 



4) export all your parts as SEPARATE qb files, make sure they all still have an Attachment Point in a correct spot.
5) drag you MAIN model qb onto the .bat file to create a blueprint - a blueprint will contain all the Maps, if they were in the same folder and if they were named properly.

short video of converting qb + maps to a blueprint > https://i.imgur.com/eS78uBg.mp4 

With that, you should have ONE blueprint that properly shows all the Material Maps in game. That is also the only blueprint that you need to upload to the Files :)

I hope this helps!