nice work so far :D I think the spec on the wood may be a bit too much, it makes it look similar to the metal spec as it is now. And I agree, the metal is noise right now, i think you could tone it down and refine the scratching a lot. keep it up!
I worked a bit on the spec map for this little guy, here are the maps used and a little comparison before and after spec map was used. I'll work on posing him now so I can get more appeal, but any critique or tips would be highly appreciated. Thanks in advance!
gradient map, 2 points. 1 at a value of 255 with alpha of 0 for the metal areas. second point with a value of 0 with an alpha of 255 for the metallic areas. metal/rough for spec/gloss same thing but the metal areas are the spec color of the metal. also, don't over think it - its not that complicated.
Like tynew said, the spec should be the same for the two different colors of tiles, and the grout should have really low gloss. I think the albedo should be a bit lighter perhaps, as having a dark albedo and bright spec causes it to look metallic. It looks pretty good as it is to me, though!
some rocks i created, could maybe lower the spec, looks a bit metallic? the sort of brownish colour is the HDR so i think i should lower the gloss and spec a bit. but pretty much done, ill do a couple similar ones to mix it up a bit
Yeah I think if Rage had no spec whatsoever it would be pretty obvious in every video shown! It would simply look off, since any specular highlight is view dependent ... I am 99% sure that a megatexture stamp holds at least diffuse, normals and greyscale spec ...
Low-spec art these days is rarely about technical limitations, and almost always about budget/time/style choices. Of course, if you can do both low/high spec art you're going to have way more opportunities then if you can only do one.
acitone I am not sure if you have to override spec, but I tend to overrride glossiness map. Not sure about coloured spec, just leave it the same as diffuse I guess. Linear workflow is one of the most pain in the arse things to work with and it seems to confuse almost everyone:)
omg, thanks Bek ! Nice link, just made my day ! Will reread it 3/4 times when I will be working on the spec, but lots of cool infos about materials and how spec work. awesome :D ! For the bow, it will have some decals, I left some space on the diffuse for it ;) :p
Sand king kinda done. Anyone else mad sandking stuff and found the shader masks to be wack? I want a nice glossy earwing insect slimy carapass look but its just not happening with this guy. I think the yellow spec mixed with a global reduction in spec value makes this impossible :(