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[Tutorial] Fixing Specular Maps

Submitted by Hashmi1 on

Just something that took me a little while to figure out ... so I decided to share it here.

Till now I've avoided specular maps because they always turn out too shiny and uniform ... well it seems that the problem was with the Material's glossiness:

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For proper Specular Hilights the material's glossiness needs to be high (for most morrowind meshes its lower than 0 ... which causes the problem stated above ... too shiny and uniform).

Examples:

No Specular Mapping (no dynamic hilights)

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Specular Mapping ( Glossiness = 0 )

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Specular Mapping ( Glossiness = 30 )

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Last edited by qwertyasdfgh on 3 Mar 2015 - 09:14.

It seems that there is no extrapolate-able "relationship" between the Glossiness and the the way the mesh looks. The glossiness should be above a certain cutoff for the specular to work properly ... but increasing it over that cutoff (i've tried till 200) doesn't seem to make any noticeable change.

 Above the cutoff the specular seems to be related only to the brightness\contrast of the specular map itself (alpha channel of the normal map) ...

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