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face specular map


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first you need to understand what specularity is :
http://en.wikipedia.org/wiki/Specularity

then how a specular map is supposed to work :
http://wiki.splashdamage.com/index.php/Specular_Maps

now take a look at this :
http://blenderartists.org/forum/attachment.php?attachmentid=126849&d=1295339992
 

the left model shows the actual specular map displayed on the model

the right model shows how the specular map effects the model if set up correctly in the shader/material (for demo purposes they replaced the basic diffuse color map with a pure black image)

 

now to the creation process :

just paint it or use hue saturation + brightness contrast on areas of your diffuse texture to get a practically working specular map

to get a fully fledged and correct specular map you'll have to create it by hand

 

keep in mind that not all materials reflect light ("shine") with the same intensity the intensity of the reflection/shine is determined by the color of a pixel in your specular map - white being super shiny and black being matte/dull

 

also don't rely on that tutorial - it was amde for a specific game - which utilises a much more modern shading system and there utilises 2 different maps to generate the shine on characters - that's not what you need for JKA

Xycaleth likes this
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Creating a specular map is as involved as creating a regular (diffuse) texture. You typically start off with the diffuse for reference, brush out the shiny bits lighter, brush out the duller bits darker, add some noise, do some blur, a little of this, a little of that... There's no one formula for getting a specular map done, it depends completely on the material you're trying to create.

 

Experiment and tweak.

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