Hey guys, I'm looking for a tutorial or some sort of rough guide to get me up and running with todays tech's for texturing. As far as I know you have your diffuse, spec, normal map and sub dermal and all that. I've been using max for quite a long time (3 years later - Ever since I was thirteen. That is the reason I'm just…
uh-huh. this is art man, use the paintbrush. best way: paint a diffuse map. then copy this picture into a new one with _spec at the end, and adjust brightness contrast until you got a nice specular base. then further adjust the parts that will be more shiny, and the ones that won't. all brightness contrast. but really, if…
No, that's my way of thinking too. By doing diffuse only you force yourself to define your materials manually and put in everything that the texture needs for it to look good, instead of just letting the fancy lighting do everything for you. Once you learn how the material acts, the same stuff you did to define that…
Fire up photoshop. Press Ctrl-N. fill in the height and width with 512 pixels each. hit OK. Press D. click and hold the gradient tool, scroll down to the paint bucket tool, release. Click anywhere on the scene. Save as name_specular.tga Seriously, there is no "knobs and dials" that gets you a spec map. You can quickly make…
You know, I hate to ruin people's happy dreams, but I always think that if you have a lot of trouble with this sort of stuff, you might have a better time learning if you go back to old gen, diffuse only texturing. It's much easier to get a good feel for specularity when it's just a lighter blotch on another colour blotch…