Hi, I was wondering if anyone could shed any light on how to create a specualr map from a Zbrush model.
I have been using XNormal to create my normal/occulsion maps but I am unsure how to create a good specular map.
Any help at all would be greatly appreciated.
Thanks in advance!
Replies
not sure what you mean by that though this maybe should be in the technical talk section. It depends what you want to replicate, metal - wood, concrete etc they all have different degrees of how light or dark you should make your specular
I was really wondering if you can create specular maps in xnormal?
I have seen a tutorial on how to create a specular map from a bump map in photoshop, but I can't seem to export a bump from xnormal.
Good luck.
Cheers
When creating specular maps for game characters, remember that you should have lower specularity on the recessed areas of the model. Although this is not technically correct, it helps to sell the normal map more convincingly, as 'shiny' recesses can break the effect you are trying to achieve. I therefore advise you use a cavity map from ZBrush if possible to assist your specular map.