hey Joe, i noticed that secondary specular intensity seems to be dependent on the primary specular intensity. if i lower main spec intensity to 0 then the second spec doesnt show at all. is this a bug or by design ? if i use a metalness map then second spec does not get affected by metalness intensity. the fresnel seems to…
The colours and values in a lot of the spec maps are questionable. These rocks for example, the spec makes them look more metallic than they should because they have a coloured spec.... rocks don't have that. I think a lot of people will have to end up tweaking them for their target engine or just make one from the diffuse…
ive tried a lot of spec modes, and what i can tell you, is play the spec exponent. i think its the alpha of mask2? or 1 i cant remember, but once you get that right, spec actually helps to sell the shape of your item a lot more than submitting without it.
That makes a lot of sense. I'll adjust it once I get a spec map going and can tweak both the diffuse and spec at the same time. I've actually never painted color into a spec map before, but after doing some quick reading, it seems like something I've been missing out on.
I'm not gonna lie it is very enslaving, but still I'm finding hard to find a job, so it looks tempting. I guess I have to redo and focus my portfolio in something specific and then be back to sending resumes
@ace, On other models really bad. Since the spec will sit 'on top' it's much more prominent, what your seeing might not look as bad but I'm just using it to illustrate a point. Not a normal map issue since it show's up with out norms. @hawk, thanks but again offsetting is not a fix. I tried the tex coord function in both…
Hey :) I'm working with a non square texture ( for some reasons, I have my trim + decals on 1 texture 2048*4096 ) However, each time I want to place a strip on my trim, I have to go in the modifier Unwrap UVW > select my texture in the list > go to the Options > specify 2048 * 4096 Is there a way to be faster ? Is there an…
I think you'd really benefit from painting some seperate spec maps- If you're just using diffuse as your spec map you're going to lost a lot of nice details that you could have when you have a nice spec map. I think that's probably the biggest issue here with it..
I'm guessing he means via painting in spec (if your project is diffuse only). It would help ground the materials more, like defining what's metal and whats rubber ect. via painted spec and highlights. The gal who made this character does painted spec really well... http://www.polycount.com/forum/showthread.php?t=76301
Yeah thats some good stuff. Im just wondering thought how you came up with the specs for it? Im doing a games art course and I wanted to do some psp spec models but Had no idea where to beginlooking. Obviosly i looked up the machines specs but that didnt really make any sense to me! Cheers