In here I hope we can discuss cool tips n' tricks and show examples of good spec maps.
To start it off. Do you have any examples of awesome spec maps and what are your thoughts on the subject?
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
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Let's face it. Most of us hate doing them properly. It's not always about crunching polys and painting awesome diffusemaps. Most of the time a bad specular map will totally ruin your piece while a good one will take your model to higher levels of awesome.
Still. Most of us can be crazy lazy when we do them. "Desaturate or hue-shift diffusemap, increase contrast, paint some highlights here and there".
Here's one of mine. Not really a great spec map (a bit subtle) but hey. Gotta show something right? The handle (top left) is a bit crappy but it worked in the model.
A small trick I've noticed is that organic stuff usually looks better with a hueshift of 180 while metal gains more from just being slightly desaturated.
![Brutus_Spec.jpg](http://dl.dropbox.com/u/469564/Brutus_Spec.jpg)
Specmap in action.
![BrutusJR_01.jpg](http://pigged.net/images/work/personal/BrutusJR_01.jpg)
Replies
I think the polished wood should be a bit shinier when compared to a dull gun metal. But there's a few spots that should be more intense on the gun, any scratched corner or edge, or any nuts/bolts/springs that are made of a different material.
I'd like to tune my Sword a bit
specular maps and normal maps
Also some more here on the wiki
http://wiki.polycount.com/Specular Color Map
http://www.gameartisans.org/contests/dw/4/view_entries/finals_1_1886.html
http://www.iddevnet.com/quake4/ArtReference_SpecularMaps
:-)
Exactly, they ARE extremely simple, but they usually fall into the void when it comes to threads like this, they do have a big impact on the final result, which should be important to mention.
I usually paint my diffuse using tiled textures masked with layer masks. using each layer to define certain specific features on the map. I have a layer for distinctive materials like metal, paint , dirt, rust,decals and so on.
Once my diffuse is done i duplicate the layers and use adjustment layers to get the layers to the correct values, this is great because your masks take care of all the work.
eld is spot on. gloss is UBER important. Gloss is essential for getting a good range of material definitions. On a model made of different mediums its essential to being able to define those materials.
The 5: you have you lightmap in your specular map??? The only time thats really usefull is for tight cavitys. not broad shading. spec is defines the how much light is reflected when it hits not if it can hit.
and if you didn't consider them that way, you'd have added the grease and dirt present in your diffuse and other things that would have broken the specular's uniformity, thus would have made the material much more interesting and good looking that what you have now. Sorry to be blunt man, not trying to come up as an asshole, but this kind of statement is just...WOW...nothing interesting from gloss maps ? there's so much you can add to the spec from a gloss map...this is the map that can make your metal look like metal, or concrete, or plastic, it shouldn't be underrated.
EDIT: It is true that you could go in on a finer level, sure - like making sure that each bullethole on the body in this case has a higher value to ensure a sharper spec where the paint and dust have been scraped off - if that is what is actually needed to make it look better. I'm just approaching it from the saner angle as opposed to the "I'll just copy my specmap into the gloss, hur hur" approach, which is both crap and impossible to control.
in your example the variation you add in the spec totally disappears when the light hits the surface because it's all the same gloss value. and making a more elaborate gloss map isn't much harder to control than what you do now, unless your psds are a clusterfuck of subfolders and hundreds of layers, but who would want to do that anyways ?
I'm not saying my method is the best, far from that, just pointing that your statement is wrong to begin with, then the way you use the gloss maps is up to you, only the end result counts
on skin for instance, a good gloss map can easily help you getting the specific bumpy look of skinpores by breaking the smoothness of the specularity.
Specular Gloss = Power, width, same thing.
Specular Color = Color and intensity.
Spec = Aproximation of reflected/absorbed light
Gloss = Aproximation of how specular/diffuse the reflected light is.
This only deals with point lights doesn't it? I mean if you want to get really nice reflection/diffusion your going to need a cubemap.
When I work with shaders, I see the term specular power used quite a lot, and it always means the width. Also sometimes "Exponent" is used, same thing.
But it also controls the intensity at the same time, since a wider highlight is going to spread the same brightness across a wider area. Or I think that's the mechanism, not sure. It does generally get dimmer the wider it gets.
I don't know what a lightmap is, I assume you mean the AO layer above the specularity, is that wrong? Where AO occurs there is a shadow, thus not much light and not much specualarity that could happen there. Thats just how I've seen it so far, dunno wether it's the way to go with, I did not texture much so far (3 Models including that test sword).
I still wanna see Wahlgrens sword spec
I don't know how to describe it but the specularity on the blade looks like marble. somehow like this, looks awesome
In his first example there are also a lot of gradients, by what rule are they placed, toplight? And there is this "warm shadows and cold highlight" storry that I do not understand yet.
Currently reading through the thread eric linked to, but I did not get much from it so far :S
so far as that sword goes it looks like high spec, very low gloss.
Took away the randomness from the gold, actualy I took away the gold since I want to get this steel texture right.
Also turend down the gloss in the 3Point Studios shader to 5.
I still don't like the balde and ignore the hilt so far.
EDIT:
Now I realy put a marble texture over it, added some scratches aswell.
EDIT:
Tried that gradient stuff, dunno if thats good...