![]() Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in the game. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. A very saturated specular map will have a very different visual effect than a grey specular map. The colour of a pixel is also used, to calculate the resulting colour of the surface. 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 higher the value of a pixel (from black to white), the shinier the surface will appear in-game. ![]() Specular maps are the maps you use to define a surface's shininess and highlight colour. ![]()
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