If you compare the 3D shot with the diffuse texture map in the corner, they're quite different. I think your gun may be so saturated because your spec carries the same color as your diffuse. Most often spec is in black-and-white because specularity is the reflection of the lights around your objects; a red light should…
Our teachers have stressed that specular is a critical part of polished models; that a diffuse/spec without normal will be able to support more perceived detail than a diffuse/normal without spec. I'd imagine downrezing the spec would reduce your overall detail by that much and introduce inconsistencies. Does anyone else…
Yeah this isn't really good advice, it really depends on material. For something like metal that has a LOT of detail in the spec, you would want to size down your normals or diffuse before your spec, thats where you should be getting most of your detail from.
In Max there are 2 Slots for spec maps if you open up the Maps drop down on your Texture. The first one is Specular color. In other words a map with the color that the light would reflect. The other slot below it is Specular Level. In there you put your black and white spec map. For Spec Maps you can down rez them by about…
This is my first spec-map enabled model and I admit I know very little about specular maps and how they're normally used. This info about them being mostly greyscale is completely new to me, so do you have any links or something which goes through the common uses and the generation of spec-maps? Treat me as a total newbie!…
You can detach and float some stuff as an element that way you don't have to cut in all the edge loops to make the quads and tris, there's no problem with that. You can fit the whole gun on one texture map easily. Just attach them once you've got the UV's setup so you can render a UV snapshot then collapse back to editable…