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Post by Fwecka (Lolabellesims) on Dec 3, 2021 19:44:54 GMT -5
Hi. Still working on those two tutorials. I'm at the point where it's time to make the specular map but I have some questions. I looked at several EA specular maps and noticed that the green channel has white in it. For as long as I've been messing with custom content you'd think I'd have noticed this by now, but noooo. One of these days I'm going to walk in front of a bus just because I didn't notice it, I swear. I used the specular color picker and wrote down the hex number then went into Photoshop and drew boxes around the parts I wanted shine then bucket filled the boxes with the hex number I chose. So far so good, but what do I do with the green channel? Does it have to have white in it? I'm trying to keep things simple for beginners. Real quick, can I get the steps to making a specular? I'm not a beginner so it doesn't have to be detailed; just a general outline will do.
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Post by mauvemorn on Dec 3, 2021 20:21:32 GMT -5
If you were to switch to the rgb channel, you’d see that the green is the background. No uvs will be projecting it. No idea why it is always green but think of it as just a transparent/black background. If you will export the image as png, you’ll see that there is no green background, just nothing.
The purpose of this cube map imitator is to give you an idea of what type of the shine the garment will have if you were to give it a specific color, as well as to imitate the environment when baking the diffuse. You are not meant to be baking a specular with it or at all
just flood the area of the garment’s uvs with a solid color of your choice, then copy-paste the diffuse in the alpha channel and make it darker
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Post by Fwecka (Lolabellesims) on Dec 3, 2021 23:16:01 GMT -5
Okay, thank you. I decided to bake an ambient occlusion map and use that for the alpha per these instructions. I haven't made a specular in awhile so I need to refresh my memory on this and improve my method.
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