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Shaders / Specular Maps

  • U37
  • July 22, 2005 at 5:33 AM
  • U37
    • July 24, 2005 at 2:36 AM
    • #21

    Hey Peri, how do you create specular maps for Source? Take selections that are relevant, and simply lower the contrast and desaturate?

  • mikezilla
    • July 24, 2005 at 6:38 AM
    • #22

    holy hell peri when did you get so good and do you have a portfolio?

  • Campaignjunkie
    • July 24, 2005 at 7:34 AM
    • #23

    I'm pretty sure lighter = shinier. Here's an example of a texture I did (although it's not anywhere near as great as Peri's):

    [Blocked Image: http://img291.imageshack.us/img291/8712/diffusespecular4sh.jpg]

    I saved the specular as an alpha channel in the normal map. It works great in-game.

  • st0lve
    • July 24, 2005 at 12:02 PM
    • #24
    Quote from mikezilla

    holy hell peri when did you get so good and do you have a portfolio?

    I smell that mike wants you.peri go update ur folio.

  • FrieChamp
    • July 24, 2005 at 1:17 PM
    • #25

    mmmh I luv the peri~~~

  • kleinluka
    • July 24, 2005 at 3:51 PM
    • #26

    Yeah I don't get it, specular maps EVERYWHERE are bright= shiny, dark= unshiny.. I mean everywhere, movie CG, other games, whatever

    So has anyone found out if Source supports color speculars?

  • kleinluka
    • July 25, 2005 at 4:42 PM
    • #27

    have you tried just making a color spec and compiling it?

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