From the course: Learning to Texture for Games

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Using diffuse layers as a basis for specular maps

Using diffuse layers as a basis for specular maps

From the course: Learning to Texture for Games

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Using diffuse layers as a basis for specular maps

One of the most important components in the texture is actually the Specular Component. We need our Specular Map, to do things like make the rust dull and the metal shiny where it's still in pretty decent shape. We can also use that specular wrap to add in scratches on the floor here and make this metal grating really pop out. Right now we are seeing just the raw diffuse color. It's unlit or flat lit in Maya. And it's not a good way to judge how this is going to look when it shines. We are using a Blinn material and this is a next-gen material for games, so it's a good simulation to use and test out what we are doing. I have broken the transparency by right-clicking on the word Transparency and choosing Break Connection. Maya puts it in automatically if there's an Alpha Channel and a PSD. But we don't want transparent metal walls. I'll demonstrate how the specular highlight looks at the moment by putting a light in. It's a good idea to do this; not just looking in the viewport, but…

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