Author Topic: spec map quickie question  (Read 2010 times)

Offline Starforce2

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spec map quickie question
« on: August 22, 2008, 11:40:20 PM »
there are 2 slots in the material editor of maps, specular level and specular color...I've forgotten which is the correct one....anyone?
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Offline Raven Night

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Re: spec map quickie question
« Reply #1 on: August 23, 2008, 12:20:12 AM »
Well, in my experience it is specular level, since speculars tend to be greyscale. At least mine are. But I am by no means the foremost expert.

Offline Adonis

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Re: spec map quickie question
« Reply #2 on: August 23, 2008, 09:14:32 AM »
You attach spec maps by scripts dude.
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Offline Starforce2

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Re: spec map quickie question
« Reply #3 on: August 23, 2008, 09:24:10 AM »
You attach spec maps by scripts dude.

well yes, but so far as I know they should be applied to the model as well during conversion.
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Offline DJ Curtis

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Re: spec map quickie question
« Reply #4 on: August 23, 2008, 04:22:44 PM »
i always fill both.

Offline Nighthawk

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Re: spec map quickie question
« Reply #5 on: August 23, 2008, 05:06:48 PM »
so summarize it:
specular color tells you what it looks like (what color) when the light hits the surface.
specular level tells how much that surface brights when hit by the light. the whiter, the shinier.

in BC, with the _specular map you tell the color of the surface, when hit by the light. with SpecularCoef (I think that's the value), you tell how bright the ship is. the whole ship. in max you can separate the meshes, but BC will take the ship as a whole.
that said, you don't need to use a greyscale map for _specular. it can be colored.

Offline Adonis

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Re: spec map quickie question
« Reply #6 on: August 23, 2008, 09:23:34 PM »
You attach spec maps by scripts dude.

well yes, but so far as I know they should be applied to the model as well during conversion.

No, you don't.
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