Material-Question to Asset: "Hero Playable Character"

Hi,

im not sure about the right place for posting my question but anyway. Maybe someone in here has the same Asset bought from assetstore. Its the “Hero Playable Character” Asset consisting of a customizable medieval hero character with tonfull meaningfull animations. Hes fully textured.

Some Materials are based on the diffuse+bump+spec+transparency shader (I think its called shader…sry im noobish (still 32 °C in here…it sucks lol), so 4 texture channels and the last one is transparency which is left empty, no texture/map in there. The Modelparts with this kind of m,aterial look right BUT its not working with doing a shadow! There is no shadow at all. Only when I switch the material to ab bump+diffuse or spec+bump ‘shader’ I get a shadow (1 direct light = the ‘unistorm’ Sun-Light).
Bad is…it doesnt look that good anymore because the separate specualr map the Artist of this “Hero Playable Character” asset wont be used, just a tiny slider to get ‘some’ highlighting speculareffect.

How can I get a skinned character with this material/shader setup to throw a correct shadow?
What shader is there where I can have a diffuse+specular+normal(bump)-Texture/Map used which has NO tranparency (which I dont need)?

thx in advance and greetings from hot germany here!

Hey RayWolf.

I think this is custom shader issue I am using for most of my characters.

If you want to use this shader. Please, take white color 32X32 or 16X16 texture and load it in opacity channel. It must work.

Sorry for the issue.

Nope isnt working that way, I dont get a shadow even with a white 32x32 jpg inn the tranparency slot.

Its not the huge issue but if you find a way to throw a nice shadow with using all of your texture maps I would be really happy, for now I stick with ‘bumped specular’. As you already know your separate/extra spec map makes the overall look of the HERO material real great. Now Im just on average look :P!