I would put some work into that spec map to make it look more like scales. You need some darker spots in the spec to break up the shine a bit. Some heavy contrast tweaking should do the trick. Other than that it looks pretty good.
It's not in the spec at all, it's all in the roughness map. I had the same spec as the skin and is close to full white in the roughness map and I think it looks alright. :) I'll adjust all of those things tonight, hopefully that'll fix the proportion problems that I'm seeing :D
i guess the idea of having different sizes is that a lot of the people that would want to buy texture packs may not have the proficiancy to develop and optimize images at thier required file size also really liking the spec on that texture, is it a coloured spec or a coloured spot light ?
There will be one soon. In the meantime, you can easily add transparency support to a custom spec gloss shader. Just locate the default spec/gloss shader, create a copy of it and copy-paste the few lines having to do with transparency from the metal/rough opacity shader.
You dont need to seperate spec from reflection, thats just silly really. All you really need is a spec sharpness map, so you use a blurier version of the enviro for things like skin. But you have that too already dont you?
looks good. Lemme see that texture sheet son! small nitpick, but the spec on the painted sections of the metal (the caution stripes, arrows, and the white part) don't really look like they are broken up from the metal itself. You could really use some variation in spec here.
hmmmmrrr! so much caffeine!!! anywho I dont sleep on fridays, I like the progress so far, done with normals, diffuse and spec. will go over spec again mabey, doesnt make to big of a diffence though IMO. Having a blast! will do pose and base next
no i didn't paint in any lighting, but i did use a spec map on the iris, it just has low gloss. its nice to get that glint of spec when the light shines in the eye. it also has a very exaggerated normal map on the iris to make it appear really deep.
This is super hacky but when using Spec/Gloss PBR I had to use a metalness mask to mask off the parts of the specular map to replace parts of the diffuse map since metals on pbr spec/gloss are black. Then there were a few levels adjustments/etc and it worked pretty well.
Finally getting around to wrapping up final touches and trying out different rendering attributes. I may rework some stuff, so crits are welcome. Otherwise, thanks for the good insight on this project :) Final specs: 4096 Spec/Diffuse/Gloss 2048 Normal 14,888 Tris