I added some spec first time making a spec map and using a spec map in udk haha I mean the spec is subtle but I guess it's ok. I may add the icicles but for now want to work on something else.
I like it! But I agree about the materials. They remind me of the old Half Life stuff before spec maps where the norm and tile textures covered piles and piles of intricately arranged BSP brushes. Almost all metal reflects to some degree, especially painted metal, which means you need some kind of spec/reflection map to…
I feel like perhaps now is not a great time to tell you that spec should probably be flatter values. why would it be more reflective or less reflective in cracks? It's all the same stone material. I still like the spec method because it gives me more control when something just isn't looking right or I'm trying to make…
The diffuse seems alright. It's a little plain and you could add in some subtle, localized wear even if you don't want that really worn look. You may also want to consider darkening it and adding some cubemap reflections to really enhance that metal look. Any reason why there is no AO on the spec? Why would the shadows be…
Definitely solid props. There are a couple areas that stood out to me. Cricket Bat: - You have shading issues showing on one side and also in your normal map. This will show up in some engines. To fix that you should make the edges around the sides hardened normals. To get the normal map to work correctly, you then need to…
Following up, take a few polys from the spec and eye and put it in your joints, it will make it more useable and more evenly distributed. You also have a poor habit like what I used to have which is using pie geometry on something that could be done by just connectign the edges horizontally. There is no point haveing the…
Hello I have started getting used to skyshop, thank you for this amazing tool!! I have one question regarding spec maps that were included in the example files for the grinder and the moped. The spec maps were both pngs that contained alpha that was baked in, not in alpha channel as pngs dont support alpha channels (I…
I guess i didn't make my self clear. I was talking about areas where they use the same diffuse on both walls but one wall had the normal maps and spec maps on it. Basically a "next gen" version of the material and a "last gen" version. I get having both for slower systems but not why they were used together in a scene. I'm…
Here are some shots of the low poly + normal and spec. Any feedback on the tri count or uv layout would be appreciated as this is my first attempt at a vehicle. Tri count is at 18,201 and I'm using a 2048x for dif/nor/spe.
Good feedback as always, love ya guys, you're awesome! Ahh that makes a sense heh. But that's clearly an elf axe =P Great points! The spec mask is not much more than a straight AO bake at this point with a gradient ramp in max to darken it up so it doesn't look like its been shrink wrapped in plastic heh, it was better to…