Blog Patrol

Sunday, 16 September 2007

Education : no 14 'Extra detail in spec maps'

1) Don't just turn the diffuse into a spec map and be done with it. In many cases adding an extra spec grunge/dirt map like this within your spec map only can really create much more interesting and realistic textures.

2) On the left is a simple diffuse to spec conversion but even with the edges, add 'unique to spec only' brightness to it as seen on the right.

3 comments:

Simon said...

Cool tip. Details about that are able to find in the Quake4SDK (id Dev Net). Maybe you could give a example on a 3D model :D

Rick said...

ALWAYS add at least a layer of noise -takes seconds to do.

I often use an AO bake, or the blue channel from my normal map as a mutliply - this stops the crevices being as shiny as the rest.

caponeart said...

Simon, its tricky because just about everything I work on is NDA. Hopefully in the future I will have a side project where I can demonstrate tips on. Maybe with this character I'm doing for cgtalk comp at the moment.

Rick, I've never actually tried that. Usually any 'noise' tricks can come across as a bit amateur but I'll check it out.

Yep, I always like to have an AO bake which I blend into both my diffuse and spec. Maybe thats something I can go over later.