so, making a new map called mp_qube, and i really need to get some shiny walls (spectular and normal map) .............. i honestly don't have a clue how to do this .... but understand a lot about mapping so can someone explain to me how to do this
one example is the metal (brownish) color walls on mp_portal
someone reply fast as i need too know now !! much love guys <3
There's a tutorial somewhere around here, or you could google 'specular and color maps' and get your results there.
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I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
nope, still dont have a clue after reading that :L:L i know what i have to do ... just how do i make those spec map and normal map shizzzz ||||| soo confusing i cant follow tuts >_> derp.
I'm not too sure what you expect though, like I said, it's pretty complicated at first glance. I learnt about normal, spec and cosine maps from those tutorials, so anyone can really. Give it another read, experiment and ask questions.
I just read the tutorials and it makes sense to me.
Take your original color map texture and duplicate it.
The specular color map adds the color of light reflected. So if you have a red car, the light reflected will be white with a tint of red.
The cosine power map is how shiny you want each section. Black = matt (no reflection) White = Very shiny. So, again if you an object that has both a combination of metal and plastic, the metal sections will reflect more light than the plastic, so you colour those black and white (grey).
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