OK...what a minute. i got it to work but i don't know if this is right or not. i loaded the color spec in the spec slot then i copied it to the color spec. and now it works kind of. am i supposed to have both: spec and color spec slots loaded w/a spec map? because when i just throw a spec map in the color spec slot i get…
Eric Chadwick...still no color spec. my spec works fine in the spec slot. then i went and added some color to one area of my spec map for a test. slapped that sucker in the color spec....basically did everything you typed out(thanks by the way)and still no color spec. s'weird. diffuse and normal are still there...just no…
Wow, that was a lot of help... but it seems like all these are only available in max, is it possible in maya at all? with color spec maps and all that?
I have another question on specular maps.. Where do you put in your specular map into in Max8? Specular color or specular levels and how much do you dial it up to 30-100? I found that when I dropped my spec map into spec color, I didnt notice the effect as much as when I dropped it into the specular level.
OK...here we go...gettin there for sure. liking what i'm seeing. a couple of things: first of all...why is there such a crazy desrepency(sp?) between spec in viewport and render...MY GOD MAN!!!!. and secondly, i come from a bit of an old school background...where you paint in shades of grey/white for spec. now, with the…
Haha, I just reread my own line which explains a few things: "Specular map 1 ) To be really clever here, we should probably use the same base texture pattern for skin colour base, skin bump and skin spec in terms of its patterning of skin pores. For some bizzare reason that I can't recall, I didn't in this case, but I…
Hey Daz...do you know any way to make spec maps show up in real time, in Maya's high quality display mode? I can change a Blinn shader's specular roll off and eccentricity with the sliders and these changes will be shown fine, but as soon as I plug in a texture it no longer displays. Any thoughts?
I think the best way for you to see what's going on is to borrow the textures, put them on some quickie geometry, and examine them with a game-style shader. I suspect that the sword would look better with better spec and diffuse choices, but it may look just fine as-is. In general, I think it helps to look at it this…
For me, I figured that when I get to the texturing stage, I would let the normal map take care of the shadows and volume, and let my spec maps take care of the highlights and shine.. My diffuse map can look kinda flat, but it will have all the details and color. This works for me and have seen other artists do the same…
Well Daz, the result turned out great. That's all that matters! Did you use any color in his spec map, or was it purely an intensity map? On the same site as Daz's tutorial, there's also an old tutorial from J-J-J Mortimer. He has some info about specular color, though it looks like he used two maps as combo specular and…