Specular is a monster, especially when coping with your normal. One thing to remember that ive been making sure ive paid attention to was that all details you put into your diffuse should, in some form or another, exist in all other textures. You dont have to go ape shit and put noise all over your normal, but if there are…
PrayingMantis, image isn't showing up (artist is probably using hotlink protection for his images.) Probably this page: http://shika.50webs.com/images/girl.html When normal and specular maps are being used, the dynamic lighting provides the details. He's using a normal map, just not showing it (subtext says so). If you…
The skin color he uses is .85 .62 .48 The skin specular color is .19 .26 .28 Specular lighting is added to the diffuse lighting (let's just assume the diffuse factor is 1), meaning, if the specular were 1 (at the center of the highlight) we'd have 1, .88, and .76. The colour is still slightly reddish, but almost white. If…
I like to generate a heightmap at the same time I generate a normal map, which I find works great as an overlay or multiply layer on top of the specular, so the specular doesn't show in the deep cracks. If the heightmap doesn't look good, I'll generate an ambient occlusion map (AO) instead. I also like to multiply this on…
I've found that max is extreamly slow when you've got a couple 2048 sections loaded up (diffuse, specular, and normal) so i tend to preview all of my stuff in UE3. As long as you check that "Defer compression" you're good to go. Dosn't take much longer to import into your package than loading it up into max.
This thread is really great. I was asking myself why did you use a bluish specular map for the skin, now I know it. I was looking at this picture, and I don't understand the map. The diffuse color seems to get no details and it seems to be the specular color who retains them. But I think it misses the Normal Map. Can you…
Eric Chadwick...still no color spec. my spec works fine in the spec slot. then i went and added some color to one area of my spec map for a test. slapped that sucker in the color spec....basically did everything you typed out(thanks by the way)and still no color spec. s'weird. diffuse and normal are still there...just no…
fritz, works for me. 1. load diffuse, specular color maps. 2. crank up the Specular Level spinner. 3. turn on "DX Display of Standard Material" 4. turn on "Show Map in Viewport" 5. drill down into specular color bitmap, click its own "Show Map in Viewport" icon. For some reason I have to "remind" Max that there's a color…
I think the best way for you to see what's going on is to borrow the textures, put them on some quickie geometry, and examine them with a game-style shader. I suspect that the sword would look better with better spec and diffuse choices, but it may look just fine as-is. In general, I think it helps to look at it this…
For me, I figured that when I get to the texturing stage, I would let the normal map take care of the shadows and volume, and let my spec maps take care of the highlights and shine.. My diffuse map can look kinda flat, but it will have all the details and color. This works for me and have seen other artists do the same…