Your spec looks like a diffuse and your gloss just like a spec :D You need to ask yourself why are some materials different from others. For instance, the white lettering has no reason to have a brighter spec value than the tire - it is just matte paint after all. If anything, it could even be darker than the rubber,…
Cool, thanks Pior, I swopped the gloss and the spec around for now then and darkened the text :) I got rid of the weird edge seam problem too, I had read online that to enable the gloss map as the alpha of the spec map you had to enable the tick box in the shader params in CryEngine 'PerPixel spec shininess', yet that…
Hi all I'm at the stage with a project where I have a more or less textured tyre for a car and I need to create the specular and gloss maps for it. I need the tyre to appear wet as in the final scene it's going to be raining, however I'm struggling to achieve the right results. Currently it looks like this: It seems that…
Ok so I've abandoned the idea of making the tyre wet as I've realised/been told that CryEngine handles all that within the shader parameters. With that in mind, I've tried to create a specular map and in the alpha channel of that I've put the gloss map (as I've been told is the way to set these up for CryEngine). I've also…
Yep, that's the one. You can take a really noisy bump/normal map and tile it as a generic detail texture on your model with masks here and there as to break up the uniformity. As for the Fresnel thing, I'm not sure how you would do it in Max...I guess you could choose 'Fresnel' under Specular? Although I'm not sure it…
How many offices? A few around the country :) I work in the UK one I'll try some of the suggestions in this thread this week when I have time and will update with progress