looks good man! I like a second spec pass on my metal - a tight shine in the real spec and I add a phong spec masked out to the diffuse to suggest broader reflections (metal) worth the wait!
hey konstruct its good to see you finally get to that finishing post. In ue3 do you have the normal map set to the right compression? - it looks like it has no dpeth. On the spec - green spec for red blood? no, at least not for me. I'd like to see a white/blue with a tight shine giving those bloody areas a slick feeling…
tweaked the spec / specpower maps so it looks like slick wetness. also made the blood spec blue- (good advice) taking off the post process effect is what made the biggest difference though. 50% desat was killing it.
Ah-HA! okay i did a little digging and now I understand what the "spec power" map is for. I feel like a tool. Going to crank on this s`more. also I havent really messed too much with spec color theory I have an understanding of how it works, but it seems like it can get kinda tricky. I remeber seeing a tutorial a while…