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.
Hmmm, may just be my drivers....but they're up to date. Another quickie, where do i add the gloss and spec maps? There is only 1 tab which covers both gloss and spec. Is it possible to add both? Currently I have Diffuse/Normal/Spec. With these results.
@Caser Those tiles are awesome! Great breakdown of how you created those shapes. Thanks for sharing. @Josh The updates to the wood look great! Did you use metalness/roughness workflow or spec/gloss for this. I was wondering if it was spec, what your spec map looked like.
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…
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…
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…
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,…
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…
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…