![]() It needs to be made binary - that is, only black and white, as opposed to grayscale. It's not exactly realistic, so we'll ignore itīoth the _a and _b textures for hair need to be edited to make up for the limitations of the game's default shader (that mods are confined to) Ramp - In regards to specularity the ramp option works by giving you more control over the shape of the highlights. A good neutral value that won't mess up your spec map is 50. Again, there's a map for this, so you shouldn't have to mess with it too much. Hardness - This setting controls the edge of the highlights. Again stick to the default, which should be CookTorr. Shader - Much like diffuse shaders are different algorithms for diffuse, specular shaders are algorithms used to calculate highlights. But trust me, real world accurate neutral value is right at the middle there. It looks like the "normal" value should be either at 0 or 1. Again, we're mapping this, so leave it at 0.5. Intensity - The main setting controlling the shininess of the material. So, unless you want to make things unrealistic, leave it white. In real world, however, the object doesn't define what color the highlights will be - the lighting does. Think of it as an artist applying highlights to their work.Ĭolor - Specular color tells the engine what color these highlights should be. Remember, it does not make things reflective, it only controls the specks of light visible on them. Specularity is essentially the shininess of the surface. Ramp - This option allows you to use a gradient to control the balance between the image texture and the diffuse color of the material. You want to leave this at default unless you've made changes to your Blender startup file. Be aware not all of them are compatibile with the game. Shader - Since it isn't the point of this guide, I won't be going into detail, but basically these are different algorithms the renderer can use to calculate the material's color. There isn't all that much of a difference between these two values. The standard is 0.8 or 1, depending on the software and engine. Intensity - This tells us how visible the color is. If you apply color here, it will interact with the texture, so be careful!! Since we're using image maps for that, leave it white. In physics terms, it relates to how the material interacts with light resulting in our eyes being able to perceive color.Ĭolor - It defines the color of the object. It defines the color of the material, and as such can be called the most basic property it has. Diffuse, albedo or color, are all terms that different software and engines apply to this element.
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