Hey everyone, I have been tasked with writing and optimizing shaders and wanted to get some outside opinions and links to resources while trying to track stuff down on my own. So far I have started a slimmed down (carrying only what we want) standard specular shader. We were getting way too many shader variants with the…
Engine: http://www.high-voltage.com/technology.htm The Conduit: http://wii.ign.com/objects/142/14248157.html Grinder: http://wii.ign.com/objects/143/14352829.html Anyone working with this engine care to share some specs on character/environment limitations? I'm guessing similar to xbox specs?
I'm trying to bake the lighting effects into an object on Modo 901, but I can't get the Spec or Reflections to Bake The Process: I create an Vertex Illumination Map, then create a Weight Map, Finally I bake to render output But still no Spec or Reflection Any thoughts on how to achieve this?
Thank you! It's actually just a grunge map applied to the spec map in addition to a an edge detect of the window mask that's been slope blurred to increase the spec and diffuse near the windowsill. Just finished another texture for the side of the house:
Thanks a lot guys! well now that does make sense to fix it for everything else. But what about the spec? It totally disappears when you rebuild, any suggestions to show the spec with the built shadows? Thanks! Greatly appreciated :)
Sweet! I agree with the comments about the specs. The thing that bothers me most are the eyes. Insects usually have some sort of iridescent specular on the eyes. Fix that in your spec. The modeling and texturing on this creature are top notch!! Kudos!
I assume marble is just like stone, but with a much brighter spec - right now I can hardly tell your spec map is doing much, except for a few edge highlights I see. Maybe post your flats?
I understand I need more detail in the spec, but im not sure what it should be. Would it just be more scratches? Does anyone have a example spec map I could look at, to understand better what I should be aimimg for?
Aye maybe tone down the normal a tad more, for spec don't be afraid to experiment also with texture over lays and color! :D you could push the highlights in your spec also and diffuse. Good start though keep pushing it!
Thanks Xenier, here's where I'm at with the textures so far. I feel like it's probably too grungy. Still a fair bit more work in the diffuse and then onto the spec (I have a rough spec map on it now) critiques welcome