I was thinking for about specuar maps and it occurred to me that use a texture could in some ways interefere with the specular look. For example a spec map would be used to make sure for example the beard line is not shiny (for a simple example) the cheeks nose etc would be normally be slightly shiny. Now using a texture ,…
Well Daz, the result turned out great. That's all that matters! Did you use any color in his spec map, or was it purely an intensity map? On the same site as Daz's tutorial, there's also an old tutorial from J-J-J Mortimer. He has some info about specular color, though it looks like he used two maps as combo specular and…
Most real-time lighting doesn't cast a enough of a decent self-shadow, so for me the spec color map helps solve that problem, by making sure I avoid that unwanted unshadowed lighting in the cracks & nostrils. Mass Effect is one example of how bad self-shadowing can be, remember the vids where the blocky shadows shimmer all…
[ QUOTE ] Yeah, that's a good review Keg. Another here, from a painter's perspective. You've probably seen it. Hmmm, Per I'll have to disagree with you that the sunlight is yellow in this shot. The shiny wet parts look white to me. I see some mild yellow edge-ringing around his right forearm, artifact of the sharpen…
Hahha Daz, not so astute if I didn't actually absorb your words the first time. Good tutorial, especially (for me) the image-reference section. I still don't understand the yellow-tendency thing. Per had a good point, in that other thread: -Specular is additive, and adding grey to anything retains the existing saturation.…