Yes I was suggesting putting a power node between the cube map and the multiply. It functions as a contrast enhancer, leaving the brighter portions less touched than the darker portions. Brighter areas of a scene reflect better than darker ones as they have more energy they can lose to the material and still be reflected.…
Dandi, This is how I understand it. The metal will reflect a slightly augmented color of itself and the light being that is hitting it. The other colors that you typically see in metals come from the reflections of the environment around them. If the light was blue, if memory serves, the highlight on the brushed metal…
Another thing to remember is that for metals, you should typically be using a relatively dark diffuse, and brighter specular. Generally speaking, a surface will read as "metal" largely due to contrast. Currently you could swap value ranges of your diffuse and specular maps and see a huge difference. For example, quick PS…
a note on references: don't rely on cropped out objects like that. materials look very different in different environments and lighting conditions, and the brain needs some context to make sense of a surface. for example here's a bunch of lockers. you'll note that the ones close to the camera appear less reflective than…
Static Cubemaps are relatively cheap, use them! Dark diffuse is used because many metals actually have a dark diffuse color. The difference between this dark diffuse and the bright 'specular' highlight is what gives many metals their unique look. Your specular map should have many details that are NOT in your diffuse as…