specular shine control(3ds max)

Discussion of rolling-stock creation & re-painting.

Re: specular shine control(3ds max)

Unread postby buzz456 » Wed Aug 27, 2014 10:47 pm

I'm not quite up to Fifty Shades of Grey but I must have a dozen of them saved that I mess around with until I get the right "shineiness" and color when I paint. Like was said above there is a lot of trial and error when you first start out to get the look in game that you want.
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Re: specular shine control(3ds max)

Unread postby g_nash » Thu Aug 28, 2014 3:18 am

aksingha wrote:I made it full white and that made it brighter, will see if darkgrey works.can u please give a specific number, tat u think might work. Thank you for the help.


You're looking at this the wrong way *!sad!*

Hack wrote this, the RED BIT

Hack wrote:You mentioned above that your alpha channel is full black. Try making a very dark greyscale version of your main texture and use that for the alpha channel. Full black will make things dull-looking.


Here's a small vid from youtube on the creation of a spec map to drop into your alpha channel, watch how it's done,,,https://www.youtube.com/watch?v=HnvvGn9VhVU and adapt what you learn to your own diffuse map.

To get a result any where close to the pic you've posted you'll also need to do considerable work editing your normal map,,,there's no shortage of stuff on youtube or vimeo to help with this.

Go learn.
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Re: specular shine control(3ds max)

Unread postby aksingha » Thu Aug 28, 2014 5:26 am

g_nash wrote: Here's a small vid from youtube on the creation of a spec map to drop into your alpha channel, watch how it's done,,,https://www.youtube.com/watch?v=HnvvGn9VhVU and adapt what you learn to your own diffuse map.

To get a result any where close to the pic you've posted you'll also need to do considerable work editing your normal map,,,there's no shortage of stuff on youtube or vimeo to help with this.

Go learn.


Thanks for the video, *!!thnx!!*
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