normally do very similar steps to whats been said but also just keep spec map in mind when I'm making my diffuse, so I mark up some layers to be used in spec etc. It's easier, for me, to work on spec and diffuse at the same time.
Spec colour's an oddity because it's not technically realistic in a physical sense (most surfaces don't affect specular colour as they're dielectric - metals and such follow a specific equation to calculate their effect on the colouring they give to their lighting) so if you're going for the realism of gamma correct…
Hey Man, Yep that could most likely help. Essentially, you'd have a map dictating the actual spec value of a material (with metal being brighter than skin,) then a map controlling gloss..which is noisier and breaks up the surface within a spec range. This looks like ti would be used in combination with a spec colour map…
This is in UDK, So no gloss map. I just have a mask to separate a few different specular powers for each material. And yeah, A lot of the spec isn't really what it should be. I've just quickly made the spec every now and then once i finish bits in the diffuse. So spec has a long way to go. I think most of the "meh" on the…
Can you show us a screen from UT3? Your lighting is the first culprit. Its even, flat and washed out. The second part to the puzzle is the lack of spec. If this wall is mainly metal, I'd expect a whole lot more spec in places. You can't see nice normals and edge work w/o some spec. At the very least, multiply your color…
Thanks Jessica! Really appreciate it. Here is the finished version, thanks Jackson (Onelunglewis) for the awesome class! Final Specs: Character - 24717 tris Crossbow and Quiver - 5688 tris 2048 x 2048 body map (diffuse/normal/spec) 1024 x 1024 head/hair map (diffuse/normal/spec/flow) 1024 x 1024 crossbow/quiver map…
Spec Power and Glossiness are the same thing. They are greyscale maps that dictate the size of spec highlights (not to be confused with brightness). A higher gloss value (like white) will make the spec high light very small, simulating a very glossy surface. A low value (like dark grey) will make the spec highlight large,…
normally the spec color is white by default in 3d programs. obviously in real life when light bounces off an object the spec is the color of the object it is bouncing off. that is exactly what spec color does. and IS based on the diffuse map. I was told by my instructor to create a spec color map all you have to do is turn…
That's fine. I know everybody uses a different system for how they pack their ARGB channels, and it changes from title to title too. You should commit to one layout for now, just to get something rolling. Maybe something like this... diffuse map alpha = transparency spec map alpha = spec power spec map rgb = spec color…
Hi all, I have just moved over to Max from Maya. I just created a model of a barn with diffuse, spec, and normal maps applied to it. I put in a skylight/lightracer set up and rendered. My normal and spec maps are not showing up. I have the normals in the bump channel and the spec in the specular level channel. Also, I have…