Syko Posted March 21, 2015 Posted March 21, 2015 http://lmgtfy.com/?q=how+to+make+a+face+specular+map
Wystan Posted March 21, 2015 Author Posted March 21, 2015 I'm not that stupid. I have found one tutorial and i can't understand it, there're no comments.
Xycaleth Posted March 21, 2015 Posted March 21, 2015 What tutorial did you find? If you showed us what you've tried to follow then maybe we can help explain it?
AshuraDX Posted March 21, 2015 Posted March 21, 2015 first you need to understand what specularity is :http://en.wikipedia.org/wiki/Specularitythen how a specular map is supposed to work :http://wiki.splashdamage.com/index.php/Specular_Mapsnow 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 modelthe 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 mapto 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
Raz0r Posted March 22, 2015 Posted March 22, 2015 Yes, I've used levels + downscaling (to blur) and some contrast adjustments to create a crappy specular map. Xycaleth likes this
Wystan Posted March 22, 2015 Author Posted March 22, 2015 good. About speculars, do you make other speculars this way?
Didz Posted March 22, 2015 Posted March 22, 2015 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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