Some background first. The metalness map was made to save the use of another full color map for specular/ reflectance. Metal has no diffuse so for the most part when texturing metal you can put black in the diffuse. Also most every other material except metal falls with in the same specular intensity. So the made the…
Good to see I've inspired some very interesting conversation here. Starting to get a grasp of how it works. My characters I've designed for this game boast very colourful sets of armour on the diffuse, and I'm being told that metalness will work best for these guys. However, a few posts I've read here say that it mutes the…
I think the only real difference is I'm talking about it in terms of materials, ie: X pixel is A material and Y pixel is B material, while you're talking specifically about a certain effect. Depending on the effect, the transition area may be wider or smaller, or stronger/weaker, though generally even a light coating of…