Overlay texture question.
Posted: Thu Oct 29, 2026 3:38 am
I have created a sort of 'ice glaze' texture that I am going to use for my project, but have some questions about the HAS and Normal textures that would be attributed to it.
Here is the post on Imgur that shows the texture as it looks in the editor as well as the .png file for the texture itself:
https://imgur.com/a/6utHzYP
My idea is to have it conform to whatever texture it is used as an overlay on - like it's a thin layer of ice on a specific area itself. Basically it's to be a glaze that just kind of covers other stuff.
The ice texture was extracted from the original D3 .ogf file by D3 Image Tool, which has a tendency to convert specular parts to be transparent, thus the image had decent amounts of transparency which suits well to being an overlay 'cover' for another texture. I had also scaled the converted texture up with an AI upscaler and modified the alpha levels a bit too.
I'm wondering for the use of having it conform to the texture it is on how the HAS and Normal maps should be for the purpose.
Here is the post on Imgur that shows the texture as it looks in the editor as well as the .png file for the texture itself:
https://imgur.com/a/6utHzYP
My idea is to have it conform to whatever texture it is used as an overlay on - like it's a thin layer of ice on a specific area itself. Basically it's to be a glaze that just kind of covers other stuff.
The ice texture was extracted from the original D3 .ogf file by D3 Image Tool, which has a tendency to convert specular parts to be transparent, thus the image had decent amounts of transparency which suits well to being an overlay 'cover' for another texture. I had also scaled the converted texture up with an AI upscaler and modified the alpha levels a bit too.
I'm wondering for the use of having it conform to the texture it is on how the HAS and Normal maps should be for the purpose.