It seems you solved the question, but I'd like to add that I set ambient to 100 and diffuse and specular to 0, on basic material, so it behaves like flat color.
Glossiness(specularsharpness in toolbag?) defines how sharp(mirror like) or diffuse(matte) the reflection is, adjust the slider or load a gloss map(in your spec alpha?) to control glossiness.
do I understand this right, that you have 1 texture for the diffuse, spec and normal map? If yes, are you using multiple map channels or how does that work?
Hey guys, I haven't done any updates in a while but here is one. Experimenting with the power of diffuse maps alone inside UDK with 4 1024x1024 textures. Cheers!
usually stuff like that is the colour inverted of the diffuse so that it neutralizes the spec colour some good reading here about specular and gloss: http://www.manufato.com/?p=902
That depends on what you are planning to do with this. Is this going to be a game res character with normal maps or is it just going to be just diffuse? Its looking good for a base mesh though
Thanks. The rough shape was first blocked out in Max, then sculpted in Zbrush and then brought into World Machine; from there I exported the height map and masks for my diffuse layers.