Yeah. Same thing with using a blue spec color for skin (which I learned in this very thread)... another trick to compensate for some of the idiosyncrasies in game lighting.
fritz, works for me. 1. load diffuse, specular color maps. 2. crank up the Specular Level spinner. 3. turn on "DX Display of Standard Material" 4. turn on "Show Map in Viewport" 5. drill down into specular color bitmap, click its own "Show Map in Viewport" icon. For some reason I have to "remind" Max that there's a color…
I think get your meaning eric. its like you can't rely enough on the proper lighting/shadows, so you have to fake it a little with the spec map. gives it a kind of consistency
Haha, I just reread my own line which explains a few things: "Specular map 1 ) To be really clever here, we should probably use the same base texture pattern for skin colour base, skin bump and skin spec in terms of its patterning of skin pores. For some bizzare reason that I can't recall, I didn't in this case, but I…
Hey Daz...do you know any way to make spec maps show up in real time, in Maya's high quality display mode? I can change a Blinn shader's specular roll off and eccentricity with the sliders and these changes will be shown fine, but as soon as I plug in a texture it no longer displays. Any thoughts?
this is a great thread, but one thing that confused me .. I was looking at the image of the girl: http://shika.50webs.com/images/girl.html and I see the spec color map, especially the skin.. and I got to thinking - isn't the specular color the color that shows when theres a light on it? if that is the case why isn't her…
I think the best way for you to see what's going on is to borrow the textures, put them on some quickie geometry, and examine them with a game-style shader. I suspect that the sword would look better with better spec and diffuse choices, but it may look just fine as-is. In general, I think it helps to look at it this…
For me, I figured that when I get to the texturing stage, I would let the normal map take care of the shadows and volume, and let my spec maps take care of the highlights and shine.. My diffuse map can look kinda flat, but it will have all the details and color. This works for me and have seen other artists do the same…
Most real-time lighting doesn't cast a enough of a decent self-shadow, so for me the spec color map helps solve that problem, by making sure I avoid that unwanted unshadowed lighting in the cracks & nostrils. Mass Effect is one example of how bad self-shadowing can be, remember the vids where the blocky shadows shimmer all…
Well Daz, the result turned out great. That's all that matters! Did you use any color in his spec map, or was it purely an intensity map? On the same site as Daz's tutorial, there's also an old tutorial from J-J-J Mortimer. He has some info about specular color, though it looks like he used two maps as combo specular and…