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Shaders / Specular Maps


U37

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FRITZ if you have nothing constructive to say, don't say anything.

He was clearly asking about how to go about creating shaders for source.

Specular maps... I usually base them off my diffuse map. I'm not sure if Source supports colored specular maps but you can get some really nice results with color spec maps.

General rule for specular maps:

bright pixels = much specularity, dark pixels = little specularity.

I usually start by making a very contrasty version of my diffuse and then going in and handpaint highlights around the edges of objects. This gives you an especially nice effect on metallic objects.

It's pretty easy and straightforward.

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FRITZ if you have nothing constructive to say, don't say anything.

He was clearly asking about how to go about creating shaders for source.

How was that not constructive.:roll: He clearly ask how to create shaders.

Didn't ask how to use them. So If he didn't get the hint. He needs to learn c.

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