How To Create Specular Map
- How To Create Specular Map In Photoshop
- How To Create Bump And Specular Map In Photoshop
- Specular Map Generator
The trouble with specularity maps is that they are more attuned to the material of your object that you are representing than they are to the diffuse map representation of the object. @DocMatter wrote: 'Someone pointed me to an easy way to use texture maps as bump maps, but how about specular maps? Or is there a relatively easy way to make a spec map? If that 'easy way' with bump maps was to run the texture map through a Math Functions node to turn it grayscale and adjust the brightness/contrast, you can do the same thing to make a procedural specular map.As far as I understand it, you don't really need a specular map, per se, unless you want to control which parts of the diffuse texture get more or less specular light. With a standard photo it will not be easy, the value of the pixel includes both diffuse and reflected light component. For non metals the spec colour matches the colour of the lighting so if that is known it may be possible to filter out the diffuse contribution.
Another approach could be to use polarisation to remove scattered light when taking the photo. Also spec is very directional so unless even lighting was used to take the photograph you'll get a direction baked into the image that may clash with the scene lighting.Depending on what you're using the spec for the faked bump map can be useful, for example a raised part of the map may be a different material or may be worn to have a smoother surface. In most cases the shiny parts and the matte parts are going to be different pieces or different materials anyway, so you don't need a map to control the shininess.
How To Create Specular Map In Photoshop
Creating Textures in KeyShot couldn't be easier. Here we go over how to create bump, color, opacity and specular maps really fast using Photoshop. Specular Maps: Using a Specular map is easy. It's the same as using a 'Nor' map. You could use the same image for both to achieve good results or you could go into more detail. A good example of a custom specular map might be if you're trying to achieve the look of water that has just streaked down an object. I believe, like the normal maps, you need to use the option 3D filter in Photoshop CS6 Extended (filters3D) and select specular map or normal map from the items in that option list. My CS6 lacks 3D filter options, so I can't tell you how to do it myself, but YouTube has tutorials.
On a car, the chrome and glass will be shiny, tires will be matte, and body paint in between. Those will almost always be different materials, so you can just set the specularity for each.On face makeup, the shiny parts will be the eyes and lips and possibly eye shadow. The eyes and lips will typically be separate materials. You might need a map for the eyeshadow. You can use the color to make a grayscale mask in Photoshop for specularity.
How are you generating the normal map? I generally tend to grey-scale by desaturating the image then i darken or lighten depending on how the desatuation made it appear. Sometimes i isolate separate sections while i adjust.once happy i then generate the normal map from the height-map. I too was having shininess issues when i first started modding skyrim but since i started doing that it has helped. I also save the heightmap as the alpha and save as dxt5 when saving. When testing i then adjust both and try againPosts: 3363 Joined: Fri Jan 12, 2007 12:46 am. Here is an it could look like Save it as DXT5 with Alpha Channel or as 8.8.8.8 32bpp if you doesn't want to compress it.Edit:If you don't want the Sword shiny make everything almost black in the Alpha Channel.the iron sword uses a separate dds file for the spec map.
I am thinking the spec maps in the normal map generates the base shininess then the separate spec map adds to it even further when hit by direct light sources. Becuase not every object has a separate spec map like the wooden bow and imperial bow.
Best way to test i guess would be to go under a tree during the day:SPosts: 3364 Joined: Sat Aug 12, 2006 11:13 am. The iron sword uses a separate dds file for the spec map.

How To Create Bump And Specular Map In Photoshop
I am thinking the spec maps in the normal map generates the base shininess then the separate spec map adds to it even further when hit by direct light sources. Becuase not every object has a separate spec map like the wooden bow and imperial bow. Best way to test i guess would be to go under a tree during the day:SAs far as i can see it has a Texture Map, a Normal Map and a Environment Map. No Specular Map.Oh.double Post.-Posts: 3415 Joined: Sun Apr 01, 2007 7:24 am. Are you using GIMP?
Last I heard, they had alphas bass-ackwards. White is black and vice versa.Maybe that is your problem.The shine has nothing to do with the mesh, you're still saving your textures wrong. Open the normal map of your bear and look at the alpha channel. You will see that it's either all white or mostly white.
Just made a quick bear 'retex' to prove my point. No shine as you can see 3333 Joined: Sat Jun 02, 2007 4:50 pm. Maybe that is your problem.The shine has nothing to do with the mesh, you're still saving your textures wrong. Open the normal map of your bear and look at the alpha channel.
You will see that it's either all white or mostly white. Just made a quick bear 'retex' to prove my point. No shine as you can see in the heavy-duty Photoshop.I've even made the alpha in my Normal Map completely black and it's still shiny.The shine never changes, no matter how black, white or grey. I'm doing the same thing I've done in Oblivion but for some reason it's not acting the same.Posts: 3552 Joined: Mon Aug 27, 2007 10:14 pm.
Upload your normal map please.Holy Slaughterfish. I checked your signature. I didn't know I was speaking to the creator of some of my favorite mods. It's been a while since I played Oblivion. Are you God?Please check out my TES mods while you're at it even though you don't care.
Specular Map Generator
Will I be accepted into the holy land?I'm not even religious.I don't have a Normal Map as I keep tossing them, I've been trying to create one that works using my Texture. I will upload one.Posts: 3432 Joined: Thu Jul 20, 2006 5:55 pm. Thanks!It actually had no Alpha channel because I saved it as DXT-1 no alpha, but it did have one!Here is my result: shinyThat is what you mean with shiny.I see. Looks like your problem is emissive color and not light reflection.
What exactly did you do when you retextured the bear? Surely you did not just put the bear.dds and bearn.dds files in texturesactorsbear? Any chance you used the m file?Posts: 3463 Joined: Fri Dec 15, 2006 12:30 pmDisplay posts from previous: Sort.