Hey Man, Yep that could most likely help. Essentially, you'd have a map dictating the actual spec value of a material (with metal being brighter than skin,) then a map controlling gloss..which is noisier and breaks up the surface within a spec range. This looks like ti would be used in combination with a spec colour map…
Hi Just a quick update. Took Gav's advice and experimented with skin material, changing the spec and upping the gloss to give the character a glistening sheen of sweat: Any comments on the change are welcome. Thanks. rogermein1
Looks really cool - has a Joe Mad inspired vibe to it. The one thing that stands out to me is that it almost seems like everything is the same material. Like the spec information on skin vs. metal isn't different enough. Generally, everything looks dry / matte. I'd try playing with the contrast there, boosting everything…