Levus: Yeah maybe I'll put more dirt, we'll see. Spitfire: Thanks man. Like what ged pointed out, the spec needs more work. Ged: Ok I'll try it out. But isn't spec maps are supposed to be grayscale? Is it fine to use colored spec maps? Thanks.
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.
Ooooooh yeah. Love that grubby, oily specs on the rear sights, love, love, LOVE IT. I think you could bump the specs on the upper receiver since that's metal. I'm not sure if you have done your specs but yeah, it can provide a good material definitions between polymer and metal parts.
yo, not bad. I'd suggest more contrast in your spec map. metal should be shinier than the painted wood... more contrast between the orange and white paint spec... I like to make grime reflect almost no light... adds a nice texture to the spec... but that's just me. Cheers
Torch - I used spec only for marmoset renders, I don't think that in the game it has spec on it. I personally prefer to have specular map for dynamic renders and turntables in additional to painted spec and high lights on diffuse texture, it will add for material separation even more. Thanks guys!
You could, but you would still need to do A-Spec Endurance if you truly want 100% completion. That and the prize cars are different from each other. A-Spec prize cars are actually nice, while b-spec not so much. @Odium There is a seperate thread dedicating to the overall look (high and low) of gt5
Yeah, I put a scalar param so it's available to all instances. But one of the things I should have done was add another to adjust the tightness of the spec (a scalar to the Spec Power) as well. I also could have made it so I can dull the spec map, but at that point can do that in PS.
Quick question; you mentioned that you have 5 512x512 textures, 4 diffuse and 1 normal. Where does your spec and alpha fit into that? I'm curious, cause I'm trying to find room for spec myself. Is it considered another texture if the spec can fit into the alpha of your texture?
Ah don't be to hard on yourself, i am enjoying your adventure into these and if you complete them to "approval-able spec" you'll more than likely never have to do the basics again. Just a side note if you do, be sure to make them "adjustable", like these character creators do with being able to inflate the form from ultra…
-Hey, give this a read on adjusting tiling in UDK http://www.chrisalbeluhn.com/UT3_Adding_Brick_Variation.html I learned a butt load from doing his tutorials... -Dark diffuse and high spec will make the scratches, stains, little details stand out nicely when the light hits it...…