Special can be an extra layer on the diffuse as fullbright (not affected by light or shadow) or some kind of metalic material that reflects an envmap. envmap example: http://cgkit.sourceforge.net/tutorials/materials/envmap.jpg
Neat challenge! I'm thinking of participating. I've got a few questions about the rules/specifications: 1. Is the use of vertex color allowed for lighting/shadows? 2. Is a per pixel gloss map allowed to complement the spec map? or is that too high tech shader wise? 3. Can we breakup or combine the two 512s worth of…
Sounds like a great idea. I will most likely jump in after getting some sketches and ideas done. This is my first challenge so I got a few questions regarding this: I plan on doing a SCENE. The 2 512x512 textures mean that I can have 2 diffuse, 2 spec, 2 trans and 2 special if I so wanted to? (I won't, probably, but just…