Ok, I've got a confession to make. In my 4 years using Maya, I still don't know how to plug a spec map in! I always just used a Blinn shader, but I wanna go legit with this.
I have a spec map generated from my amboc bake and some hand-painting. But I just don't know where to plug it in! Can one of y'all help me with that? Once I get it working, it is correct that I can just use a standard Lambert shader & my shiny areas will be shiny if the map is plugged in properly? Also, how do you guys go about generating spec maps yourselves? Much appreciation!
Replies
Secondly, I assumed that you can apply specular properties from a spec map on a Lambert shader. I thought using a Blinn shader is procedural and considered "cheating"...something that wouldn't plug into a game engine the same way. Can you please pontifamuhcate?
Either way.
There is no specular properties for a Lambert shader model. Use either a blinn or a phong to get properties for specular. Blinn is more metallicish and phong more plasticish. Like EQ said, plug your file-node into your blinn/phong with MMB-drag, select "specularColor". It's found under the "Specular Shading" category in your shader if you look at it in the Attribute Editor.
Blinn/Phong/Lambert are simply shading methods, none of them have much to do with proceedurals. You can probabbly plug in procedurals into any of these materials, all you need to do is select "file" when you click on the input and load your image. There really isnt anything different here than what you would do in a game engine.
http://gamegeist.net/shredart/
If it's not intended for use out of Maya, I'd use a "Phong E" material. It's softer and less plasticky than the standard phong, as not as metallic as a Blinn.
You can still use that texture outside of Maya however, and the presets will give you a good start for skin ideas.