Spec color and intensity on the same map is usually a little easier to work with, but it can lead to problems if you need a high spec value that's not white. Having the ability to use a spec intensity and spec color map or a combined intensity/color map with a radio button to select what you're using would be the best bet.…
Need some custom music created special for your game or project? I'd love to help out! I've worked with around 100 game developers so far...mostly small indie game studios and solo developers. You can read about their experiences working with me here: https://soundimage.org/custom-work/ That said, my quest continues to…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
solid piece grats on finishing :) think face could be pushed further, variations in spec map as well could be pushed further, like little or no spec where dust and dirt occurs such as in the recessed areas, which i think you have, you could also have slightly lower spec on lower portions of the model with bottom areas of…
I've normal mapped a character, and just made a spec map. Problem is, the spec map goes by real geometry instead of the normal map lighting. How do I make the spec map obey the normal map?
i have done a quick paint over on your spec map. Since i dont have your neat little inram model, i just applied the texture on a plane. I used your specmap, as shown one post above as diffuse and the modified spec map, obviously as spec. (if you don't see a picture: http://www.abload.de/img/specmapim09i.jpg) As you see,…
So usually Max renders out the spec color fine and the spec level has no bearing. Now I cant render colors and the spec is changing what I want to render out. Help file says it will only render the color. anyone come across this?