Hi I have this image but I am not able to make a good specular out of it couse the highlights on the texture itself when I pass it to black and white graylevbel are too much deuniform and look bad ingame , any sugestion on how to make a good specular out of this ?
![11866585.jpg](http://img99.imageshack.us/img99/2001/11866585.jpg)
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Can you clarify this a little better please?
Can you post the actual asset as seen in game that "looks bad"?
One thing you need to realize is that specular maps shouldn't necessarily always be black and white images. The purpose of a specular map is somewhat in-depth, but one of the key functions of them is to reflect color that gives the surface realism. A green leafy surface like this will most likely not reflect light off that is white or gray, but instead have some of the green surface in it as well.
If I were doing a specular for a green leaf like this, I would probably have a slightly desaturated green for the diffuse, but a rather vibrant green specular so that when the light hits it, it really pops that green color you are looking for.
These leaves tend to have a somewhat "plasticy" look to them as well, and the specular would get more dull where the brown parts are as well.
The latest version of UDK has a very heavy foliage map in it for their GDC demo. I would highly suggest you check it out, as they also have several leaves similar to this as well.
And I am using crytek SDK not UDK ...
Also, You only need colored specular maps when the object you are making a spec map for actually reflects light in that color. For example, a red christmas tree ornament. It is red, and thus, the spec map should be red in color. But most of the time, I usually simply destaturate the map entirely and play with the levels.
http://forums.cgsociety.org/showthread.php?t=373024
However this is a more breakdown for hard surface spec, but the theory applies the same.
With your texture, and the results you are seeing. I would desaturate first, and then do a high pass to try and even out the levels because your palm has different values of green, this will affect the greyscale value. Then make new layer, set to screen and with a soft brush do some general stroks through the center of the palm so you get a general highlight. Then take a small brush and make subtle passes for the leaves if map is large enough. Merge into new layer and adjust levels more until you achieve a good result that you're happy with.
Probably one of the most useful tutorials that i've gotten the most out of while learning to understand the process of creating specular maps.
May be I redo the whole texture by scratch again and this time follow your sugestions to make it look best from beginnning?
If the object has a bumpy normal map, you'd need to smooth out that too.
And lastly, if either of it worked, then you'd need to control the gloss value in order to set the width of the highlights. A lower value would mean that you'd get a smoother and more uniform distribution over the whole thing.
So, that's how to control the highlights, I can't assure you that the end result will look good though, that part is up to you