Well, from a physical standpoint, it's true. Only metals (and some crystals?) have coloured specular reflections in reality.
But it's not a hard and fast rule for artwork that's not aiming to be physically correct.
Yeah, exactly. Ive used them before (incorrectly) So I thought id give a heads up to the OP. Although as Neox said, if you need to them to do what you want to do, fair enough. It was a general comment really.
Yeah, exactly. Ive used them before (incorrectly) So I thought id give a heads up to the OP. Although as Neox said, if you need to them to do what you want to do, fair enough. It was a general comment really.
As a general comment, this is simply really bad advice. Unless you have a physically accurate renderer, and material system... Then you can start worrying about how realistic or correct colored spec is. This is *generally* not the case in games, though.
Was working on some more BSG stuff. Textures on the Valkyrie. They're about 90% done or so. I want to repaint parts of the diffuse and redo the spec/bump entirely since I'm not happy with them.
+1 to colored spec being important. Especially if you don't have gamma corrected specular. Regardless, there are lots of different highlight properties/colors you can only get with colored spec.
Also, aside from any discussion about physical accuracy- Colored spec gives you the ability to add color variation that is reactive to the light. There are times when you don't want that color variation splattered all over your model and having it only in your highlights is preferable.
Colored spec is extremely useful for things like fabric and neutralizing the color of highlights on skin. That's why you see people doing blue-green spec maps for skin.
After lurking these forums for about a year now, I've finally gathered enough nerve to post something.
You guys are so awesome, it's kinda intimidating....
An update on this one, took it in a different direction than I initially had sketched out, but I am having a lot of fun experimenting with it. Still a ways to go.
Thanks man, it's zbrush, the closed mouth version actually has no subdiv levels because I had to collapse the entire model into one tool in order to pose (unless I wanted to spend a week rotating every subtool, which I didn't want to do) and it killed the levels, tried using subtool master first but it didn't like it.
I just masked off the top/bottom portions of the head and rotated them into position around the same anchor point using the rotate tool.
Very nice! Quick question bud, how did you go about making teeth for it (and horns too)? Did you sculpt them in or were they each a separate object?
Thanks man. No problem, I just press ctrl+n to add new spheres to the scene. After I placed, scaled and sculpted them, I just pressed ctrl-c, ctrl-v to copy the teeth and since it was all mirrored, it added to both sides. The problem with this method is that after I am sort of done with it and I take away the mask, seems like I cant mask that object anymore and it now part of the mesh. I dont know if that is the best way of doing things in Sculptris since I am quite the noob at it. Maybe there is a better way I might not know about. If you happen to find it Kot_Leopold, please let me know!
Yeah, exactly. Ive used them before (incorrectly) So I thought id give a heads up to the OP. Although as Neox said, if you need to them to do what you want to do, fair enough. It was a general comment really.
Nah, I'd go for coloured spec unless you're working with a physically correct shader that's aiming for photorealism.
Replies
But it's not a hard and fast rule for artwork that's not aiming to be physically correct.
well and its obviously also a technical question, can your engine create the shading you want to create or not?
If not, fake it and coloured spec is a great way to do so
Yeah, exactly. Ive used them before (incorrectly) So I thought id give a heads up to the OP. Although as Neox said, if you need to them to do what you want to do, fair enough. It was a general comment really.
As a general comment, this is simply really bad advice. Unless you have a physically accurate renderer, and material system... Then you can start worrying about how realistic or correct colored spec is. This is *generally* not the case in games, though.
[ame="http://www.youtube.com/watch?v=CLCmFBHVrwo&"]Nexus: Battlestar Galactica Beta 4.5 WIP - YouTube[/ame]
yeah carpe diem!
good stuff
+1 to colored spec being important. Especially if you don't have gamma corrected specular. Regardless, there are lots of different highlight properties/colors you can only get with colored spec.
Also, aside from any discussion about physical accuracy- Colored spec gives you the ability to add color variation that is reactive to the light. There are times when you don't want that color variation splattered all over your model and having it only in your highlights is preferable.
After lurking these forums for about a year now, I've finally gathered enough nerve to post something.
You guys are so awesome, it's kinda intimidating....
-enjoy!
some electrical props for this project i'm working on. I have 7 variations (only 2 shown here), all using the same texture.
study I did of Gretta Garbo.
My first material using the new nDo2!! about 90% handpainted except the fine grain detail:
Awesome sculpt!
@ Orb: haha that looks ace.
Gonna call this one done. I think.
[ame="http://www.youtube.com/watch?v=d0-9TExlDWY"]Gil Runs - YouTube[/ame]
Orb: That is super cool!
I'm still plugging away with my project:
Carver: ha! Great concept and execution.
Finally got some time over the weekend to mess around with Dynamesh!
Here is the resulting hellish spawn... Enjoy
"Skiffy the junkyard monster thinks it looks like his uncle"
Mouth Closed (I'm actually shocked that the mouth closed without any problems)
Thanks for sharing your issues
"Skiffy the junkyard monster is confused..."
Did you just go down in sublevels, and did it with a posing tool?
I just masked off the top/bottom portions of the head and rotated them into position around the same anchor point using the rotate tool.
Your animation seems to "pop" quite a bit. You might want to check your curves and possibly add some more key frames to smooth that out.
Gotta say. I LOVE this piece!
I had some free time so I ended up doing another quick sculpt.
Any crits and tips on how to improve sculpt speed and accuracy are more than welcome!
Reminds me of Doom's Cacodemon. :thumbup:
Thanks. Yeah, it was supposed to be a cacodemon. :P I happen to play it today and felt like doing a quick sculpt of those guys.
Thanks man. No problem, I just press ctrl+n to add new spheres to the scene. After I placed, scaled and sculpted them, I just pressed ctrl-c, ctrl-v to copy the teeth and since it was all mirrored, it added to both sides. The problem with this method is that after I am sort of done with it and I take away the mask, seems like I cant mask that object anymore and it now part of the mesh. I dont know if that is the best way of doing things in Sculptris since I am quite the noob at it. Maybe there is a better way I might not know about. If you happen to find it Kot_Leopold, please let me know!
Finished this little guy too, school work :
Kot: Thanks
Nick and Breakneck: Awesome!
Dii: Really like the mouth/eye area, are you going to do the full body?
Jramauri: Great panting and I feel sick now.
My latest model.