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#11 (permalink) |
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New Member
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Hey everyone,
Thank you all for the excellent advice! I finished a first pass at the textures. I also made the central bolts sturdier. So far I have color and normal maps, I still need to toss a spec into the mix. I also have to paint a gloss map, something I've never done before. What are the specifics of a gloss map? What should I take into consideration? And most importantly, where do I plug it into in UDK? Thank you once again for all your help. ![]() ![]() Cheers |
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#12 (permalink) |
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Senior Member
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Not sure if you've seen this, but it may be useful to you while working on the texture :
http://www.game-artist.net/forums/sp...-painting.html Spec map controls how shiny something is, the gloss map (broadly speaking) tells the game what kind of shiny - IE the size of the highlight you;re getting. Never worked with UE3, so can't tell you about implementation, but one probable that black will give you very wide, soft highlights and that white will give you far tighter ones. |
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