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…
[ QUOTE ] http://www.onona3d.com/pdf/texturing.pdf a very good beginner tutorial on various shaders, surfaces, and such. [/ QUOTE ] Great dejawolf, i seen this sometime ago and lost the link. Thanks
Thanks alot Eric! ohh yeah, I saw those quake 4 tutorials too. I actually learned alot from those. I just skimmed thru those and I havent read into it in depth. Ill continue to study more into it and test things out. Thanks again.
[ QUOTE ] From what I recall you created a light rig consisting of a red, blue and green light within maya, this rig lights the 3D mesh you'd like to use as a base for the map. Cheers. [/ QUOTE ] Yeah, I remember seeing exactly the same thing. I can't remember where I saw it though.…
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.…
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…