Thanks for the comment: Guess I'll just keep it to 1 white omni to show them off, so updated shot: Wanted to go for that matte worn paint feeling, but I start to get the feeling I maybe over did it, and that it could use some more in the spec map.
Thanks guys, your feedback has really helped me to solve some problems of my textures. I appreciate that. Now - step 2. Spec map has become a little bit darker in order to look more like refs. It looks better than previous image?
Thanks for the advice! Haha! Somehow I completely missed the pin. I'll add those in next. I hadn't realize before that 3DO and Marmoset renders a completely different output. 3DO seems to render the spec and gloss differently and seems to have a more contrasty look with vibrant colours.
I was hoping to achieve the slime/wet feeling through the spec map of course, and hoping the roughness of the skin would help out. If doesn't work I was hoping to lower the intensity of the normal map after its baked. I'm guessing this will be a good approach in order to play with a few options.
hey j terry soo all of my assets actually have spec maps on them, but i agree on the material editing, i am going to watch some material tuts and do another pass, do you think that it may be my lighting that is effecting the specular play
I never even thought to add some pure whites or blacks to get punch up the spec contrasts, I always thought 0's and 255's were a no no. I'll definately have to give it a try with the next vegetation I make, thanks a bunch Spangles! :D
certain areas on the mask2 map looks a bit dark, if you want your item to have more spec, you should make mask2's red channel whiter. I think that your current mask2's red channel is a bit too dark/too black.
You'll be able to get the trial on the website as soon as it's available again, it's getting hammered right now. The previewer allows you to load any glsl shader. It comes with a default PBR shader and also Relief mapping and parallax shaders that uses the typical Diffuse/normal/spec/gloss outputs.
Really liking fur #2, fits the cartoon style of the character. It's hard to see any normal map on it. Have you tried toning down the diffuse and upping the spec? It looks great as is, but it would be nice to see what it looks like with highlights popping up from the normal map.
thanks guys.. ivars, yeah I need to fix the bleeding in a few places. about the center line, do you meen the line on the plastic parts? becaus they are supposed to be there:P If you ment something else, please explain more.. Binopittan, the metal texture is almost all in the spec..