Glossiness(specularsharpness in toolbag?) defines how sharp(mirror like) or diffuse(matte) the reflection is, adjust the slider or load a gloss map(in your spec alpha?) to control glossiness.
do I understand this right, that you have 1 texture for the diffuse, spec and normal map? If yes, are you using multiple map channels or how does that work?
Hey guys, I haven't done any updates in a while but here is one. Experimenting with the power of diffuse maps alone inside UDK with 4 1024x1024 textures. Cheers!
usually stuff like that is the colour inverted of the diffuse so that it neutralizes the spec colour some good reading here about specular and gloss: http://www.manufato.com/?p=902
That depends on what you are planning to do with this. Is this going to be a game res character with normal maps or is it just going to be just diffuse? Its looking good for a base mesh though
Thanks. The rough shape was first blocked out in Max, then sculpted in Zbrush and then brought into World Machine; from there I exported the height map and masks for my diffuse layers.
Thanks! At First I was thinking about using opacity map for it, but then when I applied the Vray Fur using the same diffuse map for the mask it worked perfectly! :D