On the few "next gen" type weapons I have created, all of them look fairly decent when in the light which brings out the specular map I created. When not in the light, however, the weapons look very flat, stony, and the materials read entirely different from when it had heavy specular lighting on it. I studied various…
I notice that in a lot of games that take place mostly in darkly lit areas, like Doom or the Condemned series, where all sources of light are from the engine, that the diffuse maps have zero painted in lighting. Since 99% of the time the weapon is either going to be "lit" or in total darkness. But other games that take…
If you use a diffusely convolved cube map, you can get pretty nice results, and it's pretty cheap performance-wise. For the best results, you should blend between different cubes as the player moves between differently-lit areas. http://wiki.polycount.net/Diffusely_Convolved_Cube_Map