Here is another prop I am working on. It's a street cone, the white tape is supposed to be reflective, and the orange plastic is supposed to have a bit of sheen beneath the dirt, but I have not quite yet grasped specular maps like I want to. Any input on how to improve this spec, diffuse, ect would be immensely helpful and…
a spec map isn't absolutely nececery, no. but for the target engine, it is. when you have dynamic lighting like you will have in the jka engine, being able to have specularity of an object adapt to that lightning is much better than painting in static spec for your object. it's also a handy skill to know. if your model…
Fun sculpt. UVs leave a lot of blank, wasted space. There's too much spec information in the diffuse. White hot highlights in the metal and gold. Yet in the spec where they should be hot they are muted. The wood is too bright in the spec, wood usually does get shiny unless polished or wet. In this use it's old, dusty and…
I think hardware spec ratings would be great! So devs could make games for spec'd machine class, and gamers could build for a spec'd class. As new hardware comes out and new classes would be made, and devs could aim and optimize for different specs. No more High, Med, Low settings, but settings for different spec systems.…
The reason I was thinking a material would be ok, is that an "in game engine" would have sort of shader built in. I don't think that would bend the rules... The reason I didn't think of doing a spec map, the specs states the following.... USER / PROGRAM - (player model) - 1024 TRIANGLES, 1 512 x 512 (diffuse, spec, trans,…
tin finaly decided to download it and see that it has a nasty tiling issue in all the maps. I'm guessing your larger final doesn't have this issue? Striff, drop the spec map into the spec color slot and youl see why people make them. alot of difrent materials need a color spec map because the specular color isnt always…
Just add another map type in the RTT window. Using Render to Texture, add "diffuse" in addition to your normal map. Diffuse will only gather color info, if you want to collect spec, add another map in the RTT for spec. It will collect the spec and color info for all the different materials applied to your high. You can…
Hi all, I have just moved over to Max from Maya. I just created a model of a barn with diffuse, spec, and normal maps applied to it. I put in a skylight/lightracer set up and rendered. My normal and spec maps are not showing up. I have the normals in the bump channel and the spec in the specular level channel. Also, I have…
Repeating Frendens numbers for PPI... Uh no I used the power of google to find a website for calculating PPI http://pixeldensitycalculator.com/ As far as repeating everything on the Frendens review, the only thing I remember from his review was that he was extremely happy with the yiynova U models, and that was in part…