Yeah, I put a scalar param so it's available to all instances. But one of the things I should have done was add another to adjust the tightness of the spec (a scalar to the Spec Power) as well. I also could have made it so I can dull the spec map, but at that point can do that in PS.
That's pretty bad-ass looking concept there, if I had saw that before I found the ref image I am using now, I would have based it on that. This is the material for the terrain/building (they will be instances of this material). Smaller props will get a more simplified version of this. The normal map blue channel (depth) is…
No need for happy endings with soapies, you know that. I did go a little overboard on it, but I wanted to catch some of that spec to make it "hot". I will dig into it since it's an easy fix in the mat instance.
Are you trying to improve workflow / speed? Or is this for portfolio use... if its for portfolio use then I say take the extra time and do dedicated spec maps, it will only make your piece look better in the end.
Thanks for taking notice. When I do things like this I am thinking about the production pipeline, a dedicated spec map, or even a packed in spec map on one of the images might add a little to it in terms of variance. If it were packed into a map, it would kick it up to DTX5, a MUCH larger texture in terms of memory and…