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When applying Specular maps in Photoshop

kevingamerartist
polycounter lvl 6
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kevingamerartist polycounter lvl 6
Hi all,
So this will probably be a very quick question. I'm an aspiring Environment Artist and I wanted to ask about using Specular maps in Photoshop. When you apply a Specular Map in Photoshop to your Diffuse map, and then when you import it into UDK, should you use the Diffuse map texture for the Specular port in the Material editor, or should you use the actual Specular map itself separately?


Information on this would be greatly appreciated. Thank you :)

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  • AdvisableRobin
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    AdvisableRobin polycounter lvl 10
    In the old generation of rendering the Diffuse map is used to determine surface color and the Specular map is used to determine highlight intensity and sometimes also highlight color.

    Typically you load the Specular map into the Specular slot since an authored Specular map will look different than the Diffuse map.

    Also just to confirm, are you using UDK(Unreal Development Kit) or Unreal 4?
  • Eric Chadwick
    ...
    When you apply a Specular Map in Photoshop to your Diffuse map
    ...
    You don't apply specular to diffuse. They should never be blended together into the same image. (Unless you're working old-school, with a game engine or platform that doesn't support lighting)

    However you may be referring to storing the specular map in the Alpha channel. If so, yes that's a valid method. Except that this will reduce your specular to grayscale, you will have to add color via the material, which will limit it to being the same specular color across the whole material.

    In case you haven't seen it, Brief Considerations About Materials by Pedro Toledo is a great explanation of how specular works.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    AdvisableRobin: I'm using UDK. When you're talking about applying the Specular Map, you're talking about the slot in the Material editor in UDK correct?

    Eric: Do you mean you apply the Specular Map in the Specular slot of the shader in Maya, or do you mean within UDK? The way I did it was that I put the Specular Map at the top of the layers in Photoshop and set it to the Overlay mode at around 45-50% Fill. I don't think I did the Alpha channel part for the Specular since I never touched the Alpha channel.
  • AdvisableRobin
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    AdvisableRobin polycounter lvl 10
    The specular map should be either separate file from the Diffuse or should be saved in the alpha channel if the specular map is grayscale.

    Yes, applying the specular map means hooking it up to the slot in the material editor.
  • Joopson
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    Joopson quad damage
    Wait, are you talking about Crazybump's specular map, or an actual authored map to control the intensity of specular highlights? Some of your comments make me think it's the former, which is what is correctly called a Curvature map, despite what crazybump wants you to think.

    That can be overlayed on the diffuse, and it adds a lot of extra depth to your texture.

    But, if it's an authored specular map, it shouldn't be overlayed on the diffuse, and it should be plugged into the specular input in UDK.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    Joopson: I did indeed create my Specular Map from Crazybump, and then I set it to Overlay in Photoshop over my Diffuse map. Would I just be able to use the Curvature map created from Crazybump and use that as a Specular Map applied in Photoshop the way I did it, or should I apply the Specular Map in Maya and do it that way instead?

    Can I still use the Curvature map created from Crazybump as a Specular Map, or create my Specular Maps a different way?
  • Quack!
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    Quack! polycounter lvl 17
    Lets put on the brakes here.

    I don't think you understand what a specular map is. Let's start there.

    Your diffuse map and specular map will always be seperate. You rarely, if ever, overlay a spec map on your diffuse map.

    Spec maps are applied in engine as a seperate texture that controls intensity and other info(sometimes) of light reflection.

    Spec maps from crazybump are not specular maps. They are poor auto-generated textures that have very limited use, but shouldn't be used as actual spec maps. Spec maps need to be thoughtfully created to properly sell a surface.

    Are you following a tutorial? There are plenty to be found that can go over the basics of this in a more focused manner.
  • kevingamerartist
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    kevingamerartist polycounter lvl 6
    Thank you all for the responses. I am going back right now and correcting my Specular maps, and I have seen an improvement so far. If I have any other questions I'll post them. Thank you :)
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