Zac beat me to it, nice article btw. But yeah, for any kind of material properties that play off the lighting you want it to be strong in your spec and only hinted at in your diffuse. Same with the sharp edge, the diffuse should be a dark grey and the spec should be almost pure white. While texturing with xoliul's i…
i sifted through some texture tuts and picked up handy tips. this is what i have so far but im not sure if im doing it right. sorry for boring colour scheme. am using the xolihul shader with the cubemap. trying to go for multiple-material look, trying to separate the metal parts from plastic. etc. is there any way of the…
The way you get brushed materials without anisotropic shaders is heavy utilization of specular, and more importantly, gloss maps. The end result is decent for being rather hacky, and I made this example in about 5 or so minutes, so if you put more effort into it I am sure it'll be cool. How I got this: 1. I used a stock…