Personally I create my Spec/Gloss from my diffuse. That is not to say that i use the values from my diffuse. just desaturating the diffuse is usually totally the wrong way to go, and gets really crappy results. just because paint is white doesn't mean it reflects 100% of the light that hits it or that dark dirt has no…
Im not saying your wrong Eric but calling Gloss power doesnt make sense to me, I could be wrong but by my understanding gloss is a measure of diffusion. The power/amount of reflected light comes from how reflective the surface is Spec = Aproximation of reflected/absorbed light Gloss = Aproximation of how specular/diffuse…
There's nothing interesting about gloss maps as far as I'm concerned - if I use 'em I treat it like flat areas of different values (see below) that correspond in 0-255 to Max 's 0-100 gloss slider as reference, since they're a bit hard to visualize in the head. Spec maps on the other hand, yeah - metals usually benefit…
Yup broader spec means more light diffusion which means dimmer highlight, otherwise your in a situation where the surface is actually amplifying the light that hits it.
the 5: I wouldn't bake broad shading into the spec map or the diffuse map. you've got a normal map for that and most engines these days will take care of dynamic shadowing. Cavity/AO is fine but your 'ambient occlusion' looks more broad where it should really just be focusing on contact/crevices so far as that sword goes…
and if you didn't consider them that way, you'd have added the grease and dirt present in your diffuse and other things that would have broken the specular's uniformity, thus would have made the material much more interesting and good looking that what you have now. Sorry to be blunt man, not trying to come up as an…
Vahl: OH SNAP :D "and if you didn't consider them that way, you'd have added the grease and dirt present in your diffuse and other things that would have broken the specular's uniformity, thus would have made the material much more interesting and good looking that what you have now." But that is exactly what I am doing,…
In here I hope we can discuss cool tips n' tricks and show examples of good spec maps. To start it off. Do you have any examples of awesome spec maps and what are your thoughts on the subject? :) _______________ Let's face it. Most of us hate doing them properly. It's not always about crunching polys and painting awesome…