[ QUOTE ] In a game engine or in a 3d package for rendering? In an engine you can use a double spec (works well on hair too). One highlight is tight, and the other spread out. [/ QUOTE ] aw man! i thought i was being clever! there's a name for it and everything? fack, u guys r 2 good 4 me! seeing other game artists use a…
[ QUOTE ] [ QUOTE ] In a game engine or in a 3d package for rendering? In an engine you can use a double spec (works well on hair too). One highlight is tight, and the other spread out. [/ QUOTE ] aw man! i thought i was being clever! there's a name for it and everything? fack, u guys r 2 good 4 me! seeing other game…
Blending spec, gloss, and an environment map mask (the latter can usually be tied to the spec map if you'd like, I try not to) will achieve nice metals. I usually go completley loose with the gloss mask and make it look some-what wavy - as if the specular pass was being refracted. From there I just tone the spec and…
EQ, in the bit above where you referenced having a great cubemap, were you talking about an environment map for reflections or an HDR map for image based lighting? This double-spec technique intrigues me. I would like to see more examples if anyone has them. I assume you guys are using the same spec map for both highlights…
tinman: i'm not using fx files here, these are renders using a 'blend' material. it's an extremely simple setup, using two different standard materials in each of the two slots, blending at 50%. i created the images just as prototype stuff to show to programmers. looks AWESOME eric. i want to play with that! i wonder, with…
In a game engine or in a 3d package for rendering? In an engine you can use a double spec (works well on hair too). One highlight is tight, and the other spread out.
In a game, Quake 4/Doom 3 style really. I'm more interested in applying the methods to metals and gettign a nice effect between the two. ATM I'm using: Diffuse: http://www.quake2evolved.com/odium/wall1_d.jpg Local: http://www.quake2evolved.com/odium/wall1_local.jpg Spec: http://www.quake2evolved.com/odium/wall1_s.jpg
Theres a couple things you want to do to get really nice metal. The biggest part is having a great cubemap, and then you'll want to have softer normals than you have now, so you get nice little beveled reflections on your edges instead of the fake overhard look. And then your edges in your spec map need to be softer too,…