Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: pecenipicek on August 06, 2006, 08:17:25 am
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Well, what is the proper way to do specular maps?
Doing just gray maps of the original texture doesnt do it justice, so...
Yeah. How does one actually make proper specular maps?
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You have to experiment a bit, really. Since spec maps only show when light is applied to that part of the map/model, you have to think what you want the hull to look like with light reflecting off it. Doing it greyscaled isnt gonna look good unless you have a very... err.... special color scheme going (like trying to make things less interesting as possible >..>)
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and you told me exactly nothing on how should i actually do it.
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The more you want the surface to reflect light, the brighter the shine map should be.
Example - polished metal surface should be something like #eeeeee (in hex), aka light grey.
Another example - smooth cockpit glass should be completely white (#ffffff). Matt surface (ie. camouflage painted hull) should be darker grey, say, #3f3f3f or #4f4f4f... and if you want a completely un-shiny surface, use #000000 (black) in the shine map.
Grey scaled main map was quite good beginning when I tried my skills with the Valkyrie textures. I only did a few edits, like painted the cockpit glass area completely white and stuff like that.
I have no idea, however, what a coloured shine map would look like.
What would happen if the shine map had an area that was, say, completely yellow (#ffff00) or magenta (#ff00ff)? Would they only reflect red and green (in yellow) or red and blue light?
Hmm, I'll have to test this when I get to my own PC... This PC has no power to run the SCP in its full glory.
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On the shine map white=shiny, black=not shiny.............Think about the parts in particular and apply a relevant colour.
Yeah i know thats what was said above, but i like distilling information into its basest form. Heck if i could type this in binary it would be ;)
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Well, what is the proper way to do specular maps?
Doing just gray maps of the original texture doesnt do it justice, so...
Yeah. How does one actually make proper specular maps?
When I create a texture, I tend to put single pices of the map into one layer. I.E. a polished metal plate. It's simple to make it shine when you work like this. Just use a layer effect, or for some finer manipulation, use the brightness and contrast settings.
I'll give you an example. The shine maps works really good for this cargo container. (sry for the watermark)
It's a part of my map. First diffuse, than shine and finally the alpha channel for env mapping.
(http://img355.imageshack.us/img355/1228/shineexploz0.jpg)
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and you told me exactly nothing on how should i actually do it.
Your query was too vague. :p
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and you told me exactly nothing on how should i actually do it.
Your query was too vague. :p
*sings the i hate you guys song replacing kenny with taristin* :p
Well, what is the proper way to do specular maps?
Doing just gray maps of the original texture doesnt do it justice, so...
Yeah. How does one actually make proper specular maps?
When I create a texture, I tend to put single pices of the map into one layer. I.E. a polished metal plate. It's simple to make it shine when you work like this. Just use a layer effect, or for some finer manipulation, use the brightness and contrast settings.
I'll give you an example. The shine maps works really good for this cargo container. (sry for the watermark)
It's a part of my map. First diffuse, than shine and finally the alpha channel for env mapping.
(http://img355.imageshack.us/img355/1228/shineexploz0.jpg)
thanks friend, i needed that :)
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Examples are the best way to explain stuff to me. ;) Reverse engineering all the way! ;7