Source CAN do coloured spec, but not in the usual way. It's been a while, but if I remember right the green channel of your spec map controls the saturation of the specular highlight, which is based on the diffuse colour. It's not great and you usually have to really ramp up the brightness of the spec map to see it, but…
nice lighting in the last shots. Agree with tires needing a bit of spec, some bump or map of both spec and bump to add realism. Also if it is mental ray or vray i think you need to increase the spec samples to remove the graininess. be warned render time will increse.
actually i have worked on many games that use cube maps reflections for spec,and duffuse cubemaps for bounce lighting. in fact most deferred engines do this. it looks really nice and is better than the old school blinn spec. you dont have to render out separate cube maps because cubemaps have mips, if you want a rougher…
*shrug* blue in spec on certain surfaces just looked good. Used it on dark belts & leather all over Gears. White occasionally, but when putting blue spec on a part of a texture my reasons always boiled down to "that looks the best," and made a surface pop off of another. didn't care if its correct, scientifically accurate,…
adjustments made to the emmissive texture for less saturation... adjusted both the lamp's spec and the ground's spec so that the spec highlights that aren't describing a metal material are inverted to produce neutral/white highlights. adjusted the lamp's diffuse texture so that the metal surface's color/diffuse is a bit…
Hahaha, replying to spam bots... Ok, your diffuse is really monotone right now, and the spec map is as well. Thats not so much a spec map, more a copy paste of the diffuse wit hno colour? Which is actually wrong, because you should really be using colour spec in 2012.
Levus: Yeah maybe I'll put more dirt, we'll see. Spitfire: Thanks man. Like what ged pointed out, the spec needs more work. Ged: Ok I'll try it out. But isn't spec maps are supposed to be grayscale? Is it fine to use colored spec maps? Thanks.
Almost there! Nice beast :) You could try and break up the spec on the green sections flat parts, what you seem to have now basically a flat spec, add some speckle/spackle/contrast on the spec itself so that it matches up with the mild bumpages and usage around it. Good job!
Oh, turns out you cannot use Spec workflow in UE4 (even if you put spec to 1, that spec has builtin fresnel) Oh well, now that I use the keywords in your post "edge artifacts PBR" I can see that many threads discuss this issue already :)
Hmmm, may just be my drivers....but they're up to date. Another quickie, where do i add the gloss and spec maps? There is only 1 tab which covers both gloss and spec. Is it possible to add both? Currently I have Diffuse/Normal/Spec. With these results.