what specs.... They`ve said jack shit about specs, besides that it wont be using bluray, but rather their own developed format, flash memory inside, and an IBM processory. Thats about it. No real specs there.
Do spec maps still work the same or does it change. Ue4 has spec maps so this is kinda confusing. Do I still have to account for conservation of energy on the spec and gloss maps?
[ QUOTE ] Also you could try lying about your specs, since I'm 99% sure that the specs you listed there will run the Beta. [/ QUOTE ]lying about your specs will only work if you haven't entered your real specs before, if you did it will keep saying it's insufficient to play the game. this can be easily fixed by deleting…
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....
really curious on how the spec works. I know the basic spec would be just blk/ white colours. Desaturated, but i seen a lot of people's spec map which contains colour in them. Is there a difference?
Hey guys I wonder How to keep my Spec and Normal when baking the lighting with light mass in UDK... When i Bake everything my Spec ans Normals becomes not dynamic anymore or seam to disapear in the editor. is it possible to keep them even with lightmap baked? tanks