thx piista for the pic, haven't seen it good enough ingame and the design has a glow(and some effects) around it and from that pic piista took i can see it isn't as it was planed but i like it and hope you guys like it
robbimagg wrote:thx piista for the pic, haven't seen it good enough ingame and the design has a glow(and some effects) around it and from that pic piista took i can see it isn't as it was planed but i like it and hope you guys like it
What if you spect map it? I would be glad to help you!
Spec maps arent nearly as complicated as you guys make them out to be.
The glow is caused by the track creator using lighting values that are too strong.
The effect is called "crushing the whites" and is quite common. When you are looking for a new TV, this is one of the things you should keep an eye out for.
Notice how the jersey does the same thing (check out the shoulder area and to a lesser degree, the top of the arm). All details are lost because the white gets too bright.
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
well i found this on wiki.splashdamage.com i think i get how it works now, just to bad i cant test different spec maps (pc problem)
http://wiki.splashdamage.com wrote:Specular maps are the maps you use to define a surface's shininess and highlight colour.
The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps.
The colour of a pixel is also used, to calculate the resulting colour of the surface. A very saturated specular map will have a very different visual effect than a grey specular map. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in the game.
You can use contrasts in specular to make a surface appear more visually interesting in the game - for example, this door has a very dark specular for the wood while the metal parts are much lighter, which will make the metal stand out more as a shinier surface when light hits it. This sort of contrast can help make surfaces in the game appear more realistic too.
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