The lighting is defined as an R G B value. Go ride the MX Jones tracks where I drastically change the lighting values depending on the enviroment and see how your spec maps respond. Most track makers just put them all at 0.9 (mind you pure white is any value where the RGB values are identical). In my opinion, 0.9 is WAY too bright and crushes the whites on skins and especially spec maps. Furthermore, remember that your spec maps can also define the reflection color, I believe.Ryan638 wrote:I'm pretty sure people are using .90 as the lighting colour these days, where 1.0 is pure white. I'm not 100% on that though
Getting really realistic spec maps has to be a coordinated effort between the model, the skin, and the track's enviroment.
Rainbow has someone assigned to coordinating those 3 things so it looks good.
We have a minimum of 3 different people involved in making each of those with no coordination whatsoever. And there is no coordination between the different models. And there is no coordination between different skins. And there are different skin makers for the bike, the gear, and the helmet, all with no coordination. And there is no coordination between different track creators.
We have an infinite number of combinations of lighting, models, and skins. Rainbow had a finite number of combinations and make sure to coordinate them all.
It is literally impossible for this community to reach that level of coordination. We depend on too many variables.
I developed my oneal riding gear and Beemer helmet spec maps on the "base" mx jones track. That's the closest we'll ever get to having a coordinated set of variables.