[ QUOTE ] [ QUOTE ] Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is…
[ QUOTE ] Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is kinda…
Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is kinda inbetween those…
I think CSS guns tend to have a ton more detail in the diffuse texture, less on the spec. Source never seems to handle it that well. You can also do some kind of reflection map on them, I think this tutorial covers it: http://www.fpsbanana.com/tuts/3683
[ QUOTE ] Ok, so darken the diffuse and brighten/contrast the spec? I used to do painted lighting, but I like this whole dynamic thing better personally :] Thanks. [/ QUOTE ] Brighten and put most of your surface detail into it, yeah. Most of your detail and contrast should come from the spec, on a nextgen(z!!) weapon…
What I meant was fake the highpoly using a normal map and bake it in 3dsm, but then I realized that makes no sense because normal maps don't work with skylights D: Didn't take as long as I thought it would anyway Also, I think I'll resize the diffuse to 1024, the 2048 was mostly for the normal map. Also, will smoothing…
[ QUOTE ] (communities like cdg and fpsb rely completely on diffuse maps for lighting for css weapons). [/ QUOTE ] Well, I think it's for a good reason. I completely understand why you'd want to make better use of spec/normal, but the Source engine seems to really do a pretty horrid job making use of them in most cases. It…
It looks bland in game because Source doesn't do very nice lighting/shading on first person models. Additionally, you have zero color information in the diffuse/specular, so it's perfectly grey - this isn't as noticeable in max because you're using colored lights. Also you need to put a flat piece underneath the slide…