So I can paint spec intensity onto the mesh in BP and actually see the specular change on the model (as oppose to just painting values on and using them as a specular map later), and save out the map with just that channel information to then use as a spec map? That's what I want to know, as that would be awesome.
Small Update I re-textured the door and the hatch. Flats: Door Diffuse and Spec Hatch Diffuse and Spec I tweak the lighting a bit by adding more power to the orange lights. Once again I need your crits in my texturing because as you can see I really suck at it.
-Edit profile curve with realtime preview -Combine with diffuse bump/emboss for added detail w/slider & preview -Save/load modifier stack -Preview as tessellation/normal map/parallax map with or without diffuse/spec -Batch I'd ask for automatic generation of ao and spec but that is getting a little out of scope.
This looks great, the low+bakes viewport shot looks much better than your high res renders, simply because you've got some spec on there and see that all of the geometry and forms are solid. I would look into adding a bit more spec/reflectivity/direct lighting to your highres renders =)
I think your on the right track by deciding to paint the diffuse a bit more. I would actually up the ambient on the normal mapped model tone the normal map down just a hair, and actually get a really good spec map going. the Spec is the weakest part right now. Looks sweet.
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Your spec maps look like they have the same values as well. Which makes everything read as the same material and very plain. Here is something you can read that does a good job of explaining spec maps for the different materials that you are trying to convey. http://www.manufato.com/?p=902
You need a camera with spot metering. Try checking out camera specs over at Dpreview. Choose a camera, go to "spec" tab, scroll down to "Metering modes" I did a quick look and found this one, $109, with spot metering. http://www.dpreview.com/products/canon/compacts/canon_elph170is/specifications
The diffuse of metal doesn't matter all that much. Honestly you could just have a dark grey diffuse and just put the details in the spec and it would look good. I wouldn't recommend doing that, but you should try to mess around with spec maps to see what they can do for you.
When you import your normal try to import it with the compression setting to TC_Normal map and also LOD set to World_Normal. I think it would be a good idea if you multiplied your spec power value to something like 35 - 75 It might help bring the spec out more in unreal.