This is in UDK, So no gloss map. I just have a mask to separate a few different specular powers for each material. And yeah, A lot of the spec isn't really what it should be. I've just quickly made the spec every now and then once i finish bits in the diffuse. So spec has a long way to go. I think most of the "meh" on the…
Grip looks nice. Are the fingerprints on the side entirely in the gloss map, or are they in the spec as well? They just seem a tad too noticeable at the moment. Also you might want to make a bigger contrast difference between metal and plastic and rubber, maybe make bigger differences in the specular? Metal could possibly…
Here is an updated pic. worked on the texture a bit, but mainly gamma corrected it for proper display. i looked at the gun through a different monitor, and learned my asus monitor is terrible! So i made some adjustments at the good monitor so hopefully the gun looks a bit better now. Also don't mind the wip night sights. I…
Little update. been playing with the relationship between spec/diff a lot throughout this texture. I don't really want to hastily texture this just to call it done, So I'm taking my time, trying to understand all the stuff going on ^^ Pretty much what i've been doing the entire gun. STILL VERY MUCH A WORK IN PROGRESS. Just…
I must have messed up the import or something. But just re set up the gun in udk to study all the problems and it looks awesome! As far as my normal baking history goes XD this is by far the best. Now, I know racer might wanna chew me out about the bolt on the grip. But 1. I did move it forward like you said. To give it…
Hmm. i didn't think about lerping a gloss map. Right now i have a mask texture with each channel (RGB, no alpha) being a different "material". And yes, Just lerping different constants. The exacts being 9 (grip) 20(slide/Matter shiny things) and 40(glossy metals). Just random values i pulled out of nowhere :P The plan was…