it's wrong. gloss is important. they are all channels for per pixel lighting. you can't pick and choose; they all belong together in a package. you either enable a model to have the engine do the lighting on it or not. in order to let an engine do the lighting you need all the channels. if you leave some out you could…
yes and sometimes on the high poly model since all the different parts can use completely seperate materials sometimes you won't even need certain texture maps at all for some of things but then for the low poly since everything has to basically boiled down to 1 material usually then you're probably gonna want to have all…
Know the ins-and-outs of the engine you're working on and what it's capable of and you'll be fine. Information to successfully do your job is things like: -budget counts (tri per character, per world asset, per overall frame, etc.) -rendering capabilities -shader control creation (now generally done using a GUI but…
I doubt anyone does a gamma correction to the curve. SpecularValue = (pow(saturate(dot(Normal,HalfAngle))),SpecularPower) * SpecularColour and that's it. Find the amount the surface would reflect the light source (N dot HA), raise that to some power (either a shander const or a map controlled value) - this shrinks the…
Aren't the confusion and misunderstanding also coming from prerenderedCG assumptions being brought over to gameCG ? Like, if you check the available map slots in max that's what you have: http://www.cglearn.com/tutorials/max3/11_materials_still_life_pt1_23.jpg It dosen't mean that all these need to be ported to an engine…
'Blaizer', your expression of your 'point of view' was annoying since you're reeling off these facts to us which clearly lack experience. Know your audience. Most people in this thread are videogame developers so lose the patronising 'this is how it is' tone. I dont know why the fuck polycount is so chock full of cocky…