Ok, I've got a confession to make. In my 4 years using Maya, I still don't know how to plug a spec map in! I always just used a Blinn shader, but I wanna go legit with this. I have a spec map generated from my amboc bake and some hand-painting. But I just don't know where to plug it in! Can one of y'all help me with that?…
If it's not intended for use out of Maya, Take advantage of Mental Ray and one of the preset Skin shaders, then just plug in textures for the spec etc where you need 'em. You can still use that texture outside of Maya however, and the presets will give you a good start for skin ideas.
Anyhow, here's all the work I was doing in mild relation to some of these topics I've asked about. Still having spec/alpha map issues. Tell me what you think in the Portfolio section. And YES, I know the Baroness looks like she needs to wash the 20w50 out of her hair :\ . I'll fix her later. http://gamegeist.net/shredart/
Wait, all I see when I click on the shader is COLOR, TRANSPARENT COLOR, AMBIENT COLOR, INCANDESCENCE and BUMP MAPPING. You're saying put it in COLOR? Isn't that were my diffuse goes? Secondly, I assumed that you can apply specular properties from a spec map on a Lambert shader. I thought using a Blinn shader is procedural…
Specular is actually just faking real life reflections in a really cheap manner. It's not a real phenonmenon to being with. So anything non raytraced-reflections to begin with is "cheating" in my eyes, and not in a bad way. Lots of things are cheating when it comes to computer graphics in any field. Either way. There is no…
If it's not intended for use out of Maya, I'd use a "Phong E" material. It's softer and less plasticky than the standard phong, as not as metallic as a Blinn.