Every time I try to do anything with the specular power slot in the UDK material editor my model turns black or I get very bizzare shading. I tried a dark image, a light image, simply using and adjusting a constant and its always messed up.
Are there any examples of propper use of spec power or anything I need to know that's specific to UDK?
My gloss setup works fine in max with the 3point shader.
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That's what I have thanks to JordanW. However, in the 3point shader it appeared as though I could have a colored glossmap that would affect the color of the specular falloff. This isn't possible in Unreal is it?
But you can get color in your specular, just plug an RGB map into the Specular slot.
Or are you talking about having one color for your specular highlight and another for your specular falloff? If that's the case I think you'd need two RGB maps and/or a way to shift the hue based on camera (or some other) vector.
As you can see from my pic I already have an RGB image in the spec slot.
Anways thanks a bunch for all the help everyone! Polycount wins again