I've been having trouble creating a soft leather material. I've been able to find a lot of info on how to make spec maps for hardsurface stuff but not too much on this material. From what I understand it would be a dark, mostly plain diffuse and all the work would fall on the spec map. Does anyone have any tips on how to…
i've noticed that a lot of people...like the dominance war winner has a spec map that is colored. the old way was always black and white. can someone(MOP/DAZ)elaborate on the colored maps? thanks guys!
Would anyone have some ballpark specs for a skateboard in the new EA game Skate or the latest Tony Hawk? I'm building a skateboard deck as a personal project. Screenshot for skate. Thanks in advance.
yo, not bad. I'd suggest more contrast in your spec map. metal should be shinier than the painted wood... more contrast between the orange and white paint spec... I like to make grime reflect almost no light... adds a nice texture to the spec... but that's just me. Cheers
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…
Torch - I used spec only for marmoset renders, I don't think that in the game it has spec on it. I personally prefer to have specular map for dynamic renders and turntables in additional to painted spec and high lights on diffuse texture, it will add for material separation even more. Thanks guys!
Are you using metalness or spec workflow? If you're using spec, I think the reflectance of the paint is too high at the moment. Try looking at it with different backgrounds as well.
Fix the spec on the casing of the bullets, the spec should inherit some of the colour of the diffuse. Use the pic you posted yourself as ref. Other than that, this looks ace :)
Reduced bright lighting and tuned spec of the eyes for better reflection of the environment. Eyes have a cornea whose spec was too low and bright lighting was eating at the reflection.