Difference between revisions of "Specular color map"

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(Gamma Corrected Specularity)
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* [http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-4152af2ebdcdf51e21eaf84fd7ea3f511a7a1fab Creating Models in Quake 4] by [http://www.ravensoft.com/ Raven Software] has a great section on creating specular maps for Quake 4 characters.  
 
* [http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-4152af2ebdcdf51e21eaf84fd7ea3f511a7a1fab Creating Models in Quake 4] by [http://www.ravensoft.com/ Raven Software] has a great section on creating specular maps for Quake 4 characters.  
 
* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell] has some information on painting a specular map for metal surfaces.
 
* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell] has some information on painting a specular map for metal surfaces.
* [http://cg.tutsplus.com/tutorials/3d-art/how-to-hand-paint-convincing-metal-textures/ How to Hand Paint Convincing Metal Textures] by [http://racer445.com/ 'racer445'] has some tips about creating specular maps.
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* [http://www.nextgenhardsurface.com/index.php?pageid=racer445 Texturing Tutorial] by [http://racer445.com/ Evan 'racer445' Herbert] has some tips about creating specular maps.
 
* [http://www.polycount.com/forum/showthread.php?t=64286 Why so blue?] thread on the Polycount forum has an informed discussion about why the color blue is used for human skin specular maps.
 
* [http://www.polycount.com/forum/showthread.php?t=64286 Why so blue?] thread on the Polycount forum has an informed discussion about why the color blue is used for human skin specular maps.
  
 
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:SpecularMap]]
 
[[Category:Texturing]] [[Category:TextureTypes]] [[Category:SpecularMap]]

Revision as of 20:00, 21 June 2012


Specular Color Map

A texture that controls the intensity/color of the specular highlights from real-time lights.

Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.

Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular Gloss Map.

Specular Tutorials


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