I need help making my spec maps more believable. When I connect a spec map to my meshes, they are all very shiny even though I didn't blow out the whites in the original maps. Everything looks like metal. Do I need to work with the spec power node as well? I went ahead and used a multiply and constant3vector expression per…
Also don't just plug a specular map into your material slot. It's possible to go very in-depth with shaders but the absolute most basic setup I ever use is to put a bitmap combined with a multiply node and a constant value. It gives you more control and you can do more with it.
I third the request to see your textures and your material setup. Spec Power can greatly improve the look of your materials. Even putting a constant value into SpecPower can make a big difference. Low values around 5-8 for rough surfaces like wood or concrete, higher values for smoother surfaces like glass or metal.…
I usually use a power on the diffuse texture for the specular "color." Some people advocate complementary colors. (basically inverting the a high contrast version of the diffuse which can be done with a power and a 1- node in the editor) I don't particularly care for that yet probably because I haven't found the right…
1. if you want better specular maps. first thing i recommend is changing the spec map into a colour spec map. normally when light hits a surface, it reflects a higher pitch of the colour of the object, unless there is a gloss coding on the object(like a finished table), then it'll be a white spec. below i gave you an…