Well you're right, my professional experience is all open-world stuff, so it's usually a question of 'does it even need a normal/spec map?' rather than whether it needs a color spec map or not. I do have a personal interest in this stuff though, and I try to keep myself up-to-date on what other people are doing. Always up…
per, I think a lot of the examples you are showing don't need a colored specular at all to look like that. It's only really some where I could imagine it helps, like the beetle car and stuff with sortoff translucent surfaces (like your first picture, that is a great example). Like the other cars, in my experience you can…
Yep, I think that that Pior and Per are right here - we can post all the photos we want, but that's not really going to help - Per's teapot image above is the best example in this thread so far (although Pior's models are nice examples too). Oddly I agree with Peris and Glib that most of the photos Per posted originally…
well pior in the pokeball case, I would advocate using three different materials/shaders for your surfaces rather than trying to wrap them all in one with a colored spec. It's more expensive, yes, but you would also expect this to be a one-off asset and not something game-wide (unless you're making a game with a ton of…
glib: yeah, gunmetal/plastic/rubber aren't so much of the issue really - they will probably look fairly decent even with greyscale spec since they don't have much colour intensity in the highlight (although I have to say that the people who simply "invert the colour of their diffuse" are also missing the point a bit). The…
1) AFAIK Unreal 3 uses forward rendering: "Tim Sweeney, architect of the Unreal engine, highlights further visual challenges of using deferred rendering. “It’s faster for large numbers of lights and shadows, but the drawbacks are increased video memory usage, and artistic limitations as you force all objects to be rendered…
After talking to another artist here in the studio who is also on polycount, I think I understand what we may be running into here. In the example of the blue skin with red spec on the nose/ears where you would have SSS, I can see what you're going for. Since you don't have SSS, you're going for maximum contrast between…
what do you think of this example i threw together? you'd have to cut the design into geometry if you wanted to do that without a map I think the effect is even more pronounced if you're multiplying env maps by specular map in a shader
I really don't get it.. Why so many example pictures? This is not a technical discussion but a simple artistically. you have more artistically freedom with colored specs. Not more not less. If a programmer wants mono spec than he shrinks down the _possible_ visual quality. And thats a question that a/the responsible person…
Glib, I must thank you for precisely recreating the exact argumentation we all had to face from programmers in the case of full colored specular maps. I mean really, it's rare to have that kind of discussion documented and I can see this thread being a great ref for the future. another example :…