specular = what color the light reflection is and how bright. Glossyness = How big and soft, or small and sharp the light reflections are. You really only need a gloss map where there is 2 different looking materials on one texture.
Looks awesome, very soft render specially But i think face in left side - looks strange, mb better make it darker and add focus blur? Because all instead of it looks cool (sorry for comment ;3)
Hi Thanks for answers guys :) LSheridan : no feet on the concept.. so no feet ! :p PitelinM: Yes I'm using Marvelous Designer, I want to learn this soft ^^ Nickcomeau : You are right,there is pb with the arms, I'm working on it :p
its looking pretty good so far, nice roughness and yet soft to break up the noise, good depth and variation in debris. and you said you'll be doing work on the diffuse? welp, I can't wait to see it.
@percydaman It's after building lighting. Also to not the green channel of my normal map is flipped for UDK. I suspect the weird issue in the bottom left may be hard egdes where they should be soft, but I deleted the files already.
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?
Hard surface is looking pretty good. Really study cloth and how it folds, because right now, it just looks real soft and lumpy. Bridgman has a good book on cloth anatomy you could check out.
Definitely, your alphas should be white where you want the detail to be, not the other way around. Soft borders also help, especially when it's something you'll use repeatedly side by side such as pores or scales or something like that.
At the moment the material on the first one is reading as cast aluminum or lead to me. It looks soft like I could dig my fingernail into it. Maybe you could shoot for a brushed aluminum look like you see here.
Seems I understand a solving. I selected need areas and scaled it out with soft selection and then just used relax - polygons have become bigger. I will try to make more accurate UV and then I will share results.