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Post by bumblebee746 on Nov 16, 2021 17:55:22 GMT -5
I am currently trying to adjust the reflectiveness of the countertop on MadHox's Sumptuous Counter set. Especially with the white "quartz" style swatches, in a completely dark room (no lights or windows), the counters are reasonably visible but add any lighting and they are washed out and reflect all light which makes them hard to look at or use. Especially as an island where the light source is likely located right above the counter. Before changes: I am VERY new to recoloring and CC in general so, maybe I am looking for the wrong thing, is it a specular map I need to change (can't find anything that looks like a specular map in S4S warehouse) or something else? I'd appreciate anyone willing to look into this or give me pointers on what I am missing here. Thanks in advance! [EDIT] I have figured out the issue!! The original spec map for the countertop section was a 16x16px image. I ignored it before because I thought it was unimportant/unrelated. But after fighting with this all day, I tried replacing it for the heck of it and imported a spec map from a base game counter top and IT WORKED! Thank you Fwecka (Lolabellesims) for your response and explanation of spec maps!! After Changes:
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Post by Fwecka (Lolabellesims) on Nov 16, 2021 21:15:00 GMT -5
It is the specular that controls shine, yes. It's best, in my opinion, to use a DDS file when making a specular. It's just easier to make. If you open the specular in Photoshop and take a look at each individual channel, you'll see that it's all greyscale. No colors. The rule is that the lighter the grey the more intense the effect (with white the highest intensity) and the darker the grey the weaker the effect (with black essentially turning off the shine). Each channel controls something different. Red channel controls the blur/sharpness of the cube map Green channel controls the intensity of the cube map Blue channel controls the blur/sharpness of sun/moon reflection Alpha channel controls the intensity of sun/moon reflection The blue and the alpha channels control the shine you see when your object is outdoors while, if I understand correctly, the red and green channels affect the shine for items when they're indoors. It's the red and/or green channels you'll want to edit. This is what the red channel does: This is what the green channel does: If you want to tone down the effect of either channel, darken the grey in that channel. Remember that full black will turn that channel off. The problem is, there seems to be two specular maps and I assume one is for the countertop while the others is for the counter base. Not sure. I'd have to look at the original counter that was cloned. Edit: So, the original counter has two diffuses, two bump maps and two specular maps. The trick is going to be figuring out which of the textures is the specular.
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