I know What a spec map does, but is there a good way to generate a spec map that I can work off of into a custom spec map. Is there a good tutorial beside the one here at polycount about specular maps. Thanks!
http://www.manufato.com/?p=902 I pretty much make my diffuse, then duplicate that folder and start messing with layers to make the spec. I like my spec to be higher contrast, and have much stronger edge highlighting + surface detail. Dielectric materials should be the opposite color in specular as their diffuse. Conductor…
I would only do that if said person sharing the information makes shit look cool - investigate before accepting it. Talk is cheap and lots of stuff is said by people who even if they know *exactly* how something is supposed to work have no work to proove they can apply it - which is a big problem. I want information that…
@Ace and Perna Thanks for the info about gamma corrected specular stuff! I'm surprised I haven't run into that info before. It's more than a little confusing when pretty much all tutorials still tell you to make skin specular blue, and most of the people here on polycount still do (if they color their spec at all).
Just remember, as the author said, not to blindly follow what is written, especially when engines are involved. Most engines right now take the Gamma Correction into account during texture import, so what used to be the 'common' rule of 'Make your characters skin specular blue' isn't true anymore, and you can (and should)…
yeah, people in the game industry often latch on to something someone's friend's boss said for a specific circumstance and spread it. ignore it, it's not gospel. when texturing you should really be working on all your maps at the same time, focusing on making a good, easily readable material rather than trying to complete…
It's a map like any other. You have to put a fair amount of effort in if you want it to look good. That being said, I usually derive it from my colour map. I start by using adjustment layers, so it's non-destructive. But like I said, it takes a lot more than that, but it'll get you to a good starting point.