FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts. It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular. example: Specular / Diffuse: Column_01:
hit another speeeeed bump, normal map in cryengine just doesnt want to be a team player. The mesh looks ok with diffuse only, But as soon as i apply normal it picks up some weird spec error where lighting follows camera, Lighting is all over the place and from some angles you can see through the mesh. I loaded it up in…
I disagree to an extent, I think dDo is a pretty useful way to show you how diffuse, specular and gloss come together to define a material; however I don't think you'll learn as much if you try to get by / come to rely on just using dDo preset material details. So imo, don't avoid dDo, just be aware of what it can SHOW you…
Sculpted a new tile piece in mudbox. painted diffuse and spec maps in there as well. made some modular pieces to make up the pool border and floor sections.
Thanks for sharing this, I think I try to put too much detail and contrast in the diffuse textures when I work, instead of letting the normal/spec maps do most of the work.
I think your diffuse and normal is too low res and noisy. The image looks really distorted around the edges of your bricks. How did you go about generating the texture?