I am mostly asking about metal and metal painted surfaces. I guess I am just asking are you doing anything fancy to highlight your Spec map that you generated in Photoshop. Like I said I am just creating a new material for my assets and for the spec just plugging my map into the Spec input and boosting the spec power with…
Our teachers have stressed that specular is a critical part of polished models; that a diffuse/spec without normal will be able to support more perceived detail than a diffuse/normal without spec. I'd imagine downrezing the spec would reduce your overall detail by that much and introduce inconsistencies. Does anyone else…
Looks real good vig, true to the concept. Maybe it's your lighting kinda killing the spec, but if not the the material could do with having the reflection and spec boosted a bit on the metal parts, and maybe a slightly higher spec on the leather braid to match the concept. You could also try adding some golden yellow into…
noticing your going for a blue spec. I keep going round in my head what colour spec on skin should be, currently going for more a yellow but I'm not convinced. Also do you guys consider changing the spec colour depending on the skin type?
Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
The 'minimum' specs are something like an 8800, IIRC. If the realistic specs are higher than a 460, I'm worried about how their engine/renderer is implemented.
Basically, yes, every material is the same in the game. I don't think they can adjust the spec power, unless they piggybacked it with the spec value channel.
Update on the textures. Working on specs still atm. Let me know what you think of the colors and the direction. This is a dx shader with default specs.