OK .... spec = shiny..I know with grayscale spec white = super shiny, black =dull What do colored specularity maps do? And how do you determmine the color? Is it based off the diffuse? If anyone could nudge me in the right direction I would appreciate it..thanks
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?
Agree'd on the spec map (original :poly142:). I'd try toning down both the spec and spec power on his hair if you can but not sure how it'd turn out (toning down the spec would be good tho i think). also diggin the topo ^__^ ...and can someone tell me what movie it is :poly122:
Cool stuff dude. The other thing to keep in mind while doing spec is not just the spec map, but also the spec power map. You can really punch out your objects with a good spec power map :D I'm really looking forward to seeing what more you come up with ajr2764.
looks good man! I like a second spec pass on my metal - a tight shine in the real spec and I add a phong spec masked out to the diffuse to suggest broader reflections (metal) worth the wait!
for shiny metals usually a darker diffuse and brighter spec works a LOT better than a brighter diffuse and bright spec. get some unique detail into the spec! your refs have some cool details in the texture that could be applied to the spec only, and would help your texture really come alive when in motion.
Unreal will use an automatic value for the spec which is pretty accurate for most dielectrics if you don't plug in a spec value (generally it's recommended in UE4 to NOT use the specular input). Besides that, a spec value of .5 is incorrect for most non metals. Generally non metals have pretty low spec, see this chart from…
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?