But wouldn't I need to rerender using the Unity5 setup ie, Albedo,Spec,Gloss & Normal in order to get the correct spec map? If I just export my UE4 project to unity it exports the ue4 roughness and metal not the correct spec/gloss for Unity.
if you're using a grey scale spec then just include the spec in the red channel and put the gloss in the blue or green of your spec/gloss textures. No need to use an alpha channel if you have others to spare. of course I guess this depends on the engine and guidelines..
Thanks for your input. I toned down the scratches in diffuse a lot then redid the whole specMap. In the spec map I removed all cloudes and used more even gradiants for spec. Render in game engine New spec map new diffuse map
@ Torch - Riot hand paints all of their assets. They also use normal maps on certain characters. Does that make their stuff any less low spec? My point is that having a normal map doesn't automatically exclude you from being low spec or being in the spirit of low spec.
Source CAN do coloured spec, but not in the usual way. It's been a while, but if I remember right the green channel of your spec map controls the saturation of the specular highlight, which is based on the diffuse colour. It's not great and you usually have to really ramp up the brightness of the spec map to see it, but…
nice lighting in the last shots. Agree with tires needing a bit of spec, some bump or map of both spec and bump to add realism. Also if it is mental ray or vray i think you need to increase the spec samples to remove the graininess. be warned render time will increse.
actually i have worked on many games that use cube maps reflections for spec,and duffuse cubemaps for bounce lighting. in fact most deferred engines do this. it looks really nice and is better than the old school blinn spec. you dont have to render out separate cube maps because cubemaps have mips, if you want a rougher…
*shrug* blue in spec on certain surfaces just looked good. Used it on dark belts & leather all over Gears. White occasionally, but when putting blue spec on a part of a texture my reasons always boiled down to "that looks the best," and made a surface pop off of another. didn't care if its correct, scientifically accurate,…
Almost there! Nice beast :) You could try and break up the spec on the green sections flat parts, what you seem to have now basically a flat spec, add some speckle/spackle/contrast on the spec itself so that it matches up with the mild bumpages and usage around it. Good job!
adjustments made to the emmissive texture for less saturation... adjusted both the lamp's spec and the ground's spec so that the spec highlights that aren't describing a metal material are inverted to produce neutral/white highlights. adjusted the lamp's diffuse texture so that the metal surface's color/diffuse is a bit…