- Narodnik - I get what your saying. I'll mess with the spec some more. - stimpack- Will address with new spec. - Adam - I see what you guys getting at. Make a more gradual transition. Its too tight/compact right now. I will change when I update that spec. Thanks for the advice and comments. Much appreciated. Will update…
Hi ReverendK Yeah, I actually separated the grayscale spec map from the color spec since 3DS Max has a separate slot for both. The grayscale is the one with the actual contrast. Although I'm beginning to wonder if it's just better to have one color spec map and use that for both specular strength and color hue. What do you…
That spec map is not going to do much for you. If you have a metal surface your spec map should be bright values, and the white should be uses for edges and scratches. Your spec map is making your metal look like concrete. You would probably get a better result if you plugged in your reflection mask into your specular.
Good modeling and base texture here but i can barely tell if theres even a spec/gloss map on this, it appears to be flat. The muzzle is the only place where i see some spec. Although it could just be the lighting but Look at this picture You can really see that some parts have a good amount of spec and gloss on them.
It would seem to me that your diffuse is too bright to use a spec map properly, you want to use the spec to give you lighting and if you diffuse is already lit really well you're just gonna get over-blown colors. You should also paint a spec color map so it dosent turn to white as well.
your spec is flat. a worn down door would have a scratchy, dirty spec on it. Right now it looks like someone did a fresh wipedown with some mr.clean. but I guess since you haven't done grime yet you'll do the spec afterwards. also... the bump map for the chipped/scratched paint looks a tad thick. tone it down some too.
Building up some low spec art skills would probably be a good idea - the past few years we've seen AAA development start to collapse under it's own weight while developers making faster/cheaper low spec stuff are starting to flourish. The only thing setting off warning bells is that their next game is going to be higher…
well most of metals are dark..if I were you I would make differences among metals especially on spec and gloss. now the grip, scope and wear looks like plaster....dark diffuse low gloss and higher spec should do the trick on wear. On scope I would personally go for high spec, high gloss, and very dark diffuse.
Yes quite different, glossyness is the "size" or "falloff" or "sharpness" of the specular highlight, where spec maps control the value. [edit] also spec maps should be 24 bit if your engine can handle it, whereas a glossmap has no need to be more than 8 bit. So you really could just put a gloss map in the spec map's alpha…
GREAT JOB BUD!!! I agree with Raul one the spec, maybe a pintch of wood grain color in the spec where the wood shows. Cause that wood is looking a little to flat and plain, I think if some color was coming off of it from the spec, it would really feel more real. something you might want to try. might or might not work.