Yes, I did generate the specular maps at first, but then I redid them all manually. Still not happy with them though, I need to darken most of them quite a lot.PeterBitt wrote:Specular maps are textures that allow you to control the shinyness, where black means no specular and white means 100% specular (maybe the other way around). You can not generate specular maps automaticly, they need to be assembled by hand. You have to define which parts of the texture are supposed to be shiny and which are not, having one global shinyness value for a whole texture wont work well and give that plastic look.lysol wrote:Might not be just you! It's the specular maps. They are really hard to get right, cause either you get no shinyness or you get too much. I would like to have just a tiny tiny bit on the walls (I guess it's the walls that look too wet now, or..?) and a bit more on polished stone and a lot on metal and glass. I do agree that some are too shiny at the moment. Thanks.raevol wrote:Is it just me or does everything look kind of shiny like it's wet?
But maybe you shouldnt spend to much time on specular maps, they might become obsolete when/if Hrnchamd's PBR implementation gets implemented into OpenMW. It requires a bit different approach and makes specular maps obsolete. Perfect training ground for that would be the MGE XE PBR prototype, its allready working perfectly:
https://imgur.com/a/kLx44
https://imgur.com/a/eTe0V
(my models and textures all WIP)
I know I shouldn't take too much time doing this, but it's fun to learn anyway. I do hope scrawl implements PBR someday though. More stuff to learn. I'll probably redo a lot of these textures then.
And yeah I've seen your PBR experiments before, even though these pics were new to me. Obviously they rock.