Dear god no no no. Specular maps are not desaturated diffuse maps, nor do they have to do with pulling arbitrary informating out of a normal map. Overlaying R/G is just going to give you random painted in type lighting from a totally arbitrary direction, as well as artifacts that look like smoothing errors from the…
really you just got to think about how different things effect specularity of a object, such as worn edges and scratches being brighter, and dirt and grunge being darker, and take a good look at the specularity of all the different materials in the map realtive to each other. having a good way to preview is very important,…
I usually just check my specular maps straight inside of photoshop while working on one. When happy with the result, I make sure to check it in the target engine and tweak if necessary. I like to have my textures files/psd's pretty organized, so my spec, diffuse, normal, etc. are all in separate groups. This than allows me…
High poly cavity map, RG+/- Normal Map and crushed monochromatic diffuse are usually the way to go. Just make sure you have proper material definition in mind. Sometimes that parts that are receded or black will the the opposite detail.
Hey guys. I'm wondering what your techniques are for making good specular maps. While diffuse/normal maps are intuitive in their creation, specular seems to be more back and forth in Photoshop. Are there any tools or a way to make specular maps and check what it looks like relatively fast? Thanks!
Marmoset Toolbag is great for quick preview of textures, it has auto texture update so as soon as you save your textures and switch over to the Toolbag window it updates. Toolbag works really well with dDo as well, dDo's previewer and presets match Toolbag's material system quite well out of the box, and you can quickly…