now we have 2 option to import shader mask: first, we can create and import old shader mask of source 1 to new workshop tool and the system will auto created 4 map as 4 channel of that mask. and second we can create and import one by one channel of mask 1&2 as spec exp, spec mask, rim light, hint spec... etc :)
Thank you for the crits guys! I updated it What I did: ~ removed most of the wood grain from the spec ~ added a blue tone to the spec ~ adjusted the values of the spec so the metal would have more than the wood ~ added mud ~ adjusted the light of the render so the grenade shows better ~ moved the camera a bit far back ~…
Doesn't look much like leather to me either. Definetly the spec map after looking at it. It doesn't have that shine that leather has. Need more spots of bright white in your spec map. Also with leather it wouldn't hurt like with wood to have a little bit of color in the spec map to really make it pop. Also the normal map…
Hey Brad, Thanks for your comments! Really appreciate it! I agree with you, I do have a painted spec map, I'll need to work on my spec/gloss map techniques. I do mostly painted textures at work and as a result I lack the know how of painting textures that take normal/spec/gloss etc into account. you are right, maybe I…
Cool thanks for the heads up guys, so here's some more work on the spec map, its been going real slow taking my time trying to understand all the lighting settings, basically just got the main spec materials down and am now working towards the dirt and dust pass and then an oils type layer, im excited I already feel like…
Perhaps it's the lighting, or I turned down the spec too much on those parts. From my searching, Source does not use a Spec Color map, so I can't use the suggested methods to achieve a nice gold appearance. But I'll work with it some more. I believe the record is brown due to the cubemap reflection, because the texture is…
First I gotta say beautiful gun however it could look a LOT better. My guess is you are rendering this out in Marmoset? Awesome! I'll break my feedback down per material pass first and then on to the model itself. DIFFUSE Orange feels REALLY saturated and over the top and I can see what appears to be a ton of AO in the map…
Looking great man! DDO will color the spec but you have to choose the color manually. At the top of the material, there are three color choosers for diffuse spec and gloss. Click on the spec and it pops up a color chooser. I usually choose a color maybe a tiny bit more saturated than the brass color. That applies to each…
some spec and lighting tweaks. The base was distracting from the rest of the model so I toned down the spec. I also up'd the spec values on some of the metal bits to try and create some hot points in the image. Hopefully that gets the viewers eye to go up and down the image, rather than get stuck on one shiny bit. #1 was…
both of those scale suggestions helped, thanks! another question, I messed around with the material editor and I understand that I use MetalBump to plug in my normal map. But where do I plug in my spec map? I tried putting it into the Specular section of the metalbump but the result is very blown out compared to my actual…