I minor update today. Finished the diffuse textures and now creating normal and spec maps. It seems like the gloss attribute also affects the spec map?
I also forgot to mention this earlier: that is only the diffuse. Here is the spec gloss (added to the alpha channel of the spec map in a 32-bit TGA format) normal
added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
Hahaha, replying to spam bots... Ok, your diffuse is really monotone right now, and the spec map is as well. Thats not so much a spec map, more a copy paste of the diffuse wit hno colour? Which is actually wrong, because you should really be using colour spec in 2012.
Almost there! Nice beast :) You could try and break up the spec on the green sections flat parts, what you seem to have now basically a flat spec, add some speckle/spackle/contrast on the spec itself so that it matches up with the mild bumpages and usage around it. Good job!
Quick question; you mentioned that you have 5 512x512 textures, 4 diffuse and 1 normal. Where does your spec and alpha fit into that? I'm curious, cause I'm trying to find room for spec myself. Is it considered another texture if the spec can fit into the alpha of your texture?
adjustments made to the emmissive texture for less saturation... adjusted both the lamp's spec and the ground's spec so that the spec highlights that aren't describing a metal material are inverted to produce neutral/white highlights. adjusted the lamp's diffuse texture so that the metal surface's color/diffuse is a bit…