Do spec maps still work the same or does it change. Ue4 has spec maps so this is kinda confusing. Do I still have to account for conservation of energy on the spec and gloss maps?
This is the latest Spec Gloss shader: https://dl.dropboxusercontent.com/u/9804576/PBRSpecGlossNrmShadows.glsl Copy the file in your C:\Users\...\Documents\Substance Painter\shelf\shaders folder. You'll be able to select it in the Viewer Settings in SP. You will also have to setup your outputs in the Texture Set Settings…
what specs.... They`ve said jack shit about specs, besides that it wont be using bluray, but rather their own developed format, flash memory inside, and an IBM processory. Thats about it. No real specs there.
Hey guys, thanks for the comments! So in response to both gsokol & Buttershoes, regarding the spec/surface stuff, I think the shot I posted was just really back lit, here is one with more light being cast directly on the surface, exposing more of the spec detail/damage: I think what I don't like about lighting it more…
Clean modeling, clean texturing! The main problem here is that it lacks any character. Large dinks and dents, some nice specific scratches to show unique wear in "focus" areas, some personalized numbers written on the buttstock with a sharpie, basically you need some focal points, as right now it all sort of blends…
ok, a few things here. Noltan was right, an AO map would definately go a long ways here, as would a cavity map on top of that. It would make those creases really pop. On your spec map, it is usually good to use a range from 0 to 1. Meaning your darkest pixel should be black, and your brightest should be white. Then control…
really curious on how the spec works. I know the basic spec would be just blk/ white colours. Desaturated, but i seen a lot of people's spec map which contains colour in them. Is there a difference?
hmm, that's odd because the cloth shader has no spec unless you specifically turn on the anistropic spec or whatever it's called. maybe turn down the spec colour to black? how many different shaders are you using?
I think you'll get different responses for that question. I like to put my spec map in the spec color slot. I've also seen spec maps come in both b/w versions and muted color versions as well.
Hey ToRuKMactO, Glossiness is a parameter of the specular part of your shader material. If you consider that Specular (aka Specular reflection) is a reflection of the environment around your object where black on your spec map indicates 0 reflection and white indicates very reflective then glossiness indicates to the…