My most favorite tutor... You are always great and wonderful with the way you explain concepts in simple and easily understandable ways. Thanks so much... You are the best
i noticed in almost all shaders not matter the engine, specular is extremly unrealistic when used as a way to determin specific parts of the model as mate and others as smooth. i noticed in all cases that specular just puts a 100% reflection layer ontop basicaly, and just tones the opacity up or down depending on the specular map. which is not how it works IRL, its supposed to blurr out smoothness as it would do in rl (for example polyshing a metal surface with a polishing machine irl), we wud have to use roughness or smoothness for that. just something i noticed, it might be offtopic for which i apologize. working on blender and using its cycle renderer and working with unity and similar editing softwares gives me this experience. who on earth thought specular was a good idea anyway?
Mike Hermes well way to make my senior project that much harder, now i have to do so much more just to make everything look correct. Stupid specularity.
They are not exactly the same and where you plug them depends on you platform. Marmoset Toolbar has a slot for metallness but Unreal does not for example
Ah ok. Then, lets say for example, I modeled a helmet and wish to render-test it only in Maya using Blinn shader. Are Diffuse, Normals, & Specular maps all I need or is there a seperate slot for metal map somewhere? Because for some reason, I keep thinking I have to plug in Metal map somewhere in Maya.
falls short for me, be good if you followed this through and show us how to make a colour map and how to export it from maya for use in photoshop rather than tell us it's an option
+TLC I have other videos on those topics. This was a video to specifically get into specular maps, what they do and where to plot them ( It was a subscriber request )
I am fascinated by how ingenious these methods are and how good they make the graphics look!
My most favorite tutor... You are always great and wonderful with the way you explain concepts in simple and easily understandable ways. Thanks so much... You are the best
Thank you very, very much !
AWESOME Mike 😃Thanks again for clear, concise, and super tutorials.
Well THANK YOU !
You're the best tutor Mike...
+shouty woofer Thanks :-)
i noticed in almost all shaders not matter the engine, specular is extremly unrealistic when used as a way to determin specific parts of the model as mate and others as smooth.
i noticed in all cases that specular just puts a 100% reflection layer ontop basicaly, and just tones the opacity up or down depending on the specular map.
which is not how it works IRL, its supposed to blurr out smoothness as it would do in rl (for example polyshing a metal surface with a polishing machine irl), we wud have to use roughness or smoothness for that.
just something i noticed, it might be offtopic for which i apologize.
working on blender and using its cycle renderer and working with unity and similar editing softwares gives me this experience.
who on earth thought specular was a good idea anyway?
Specular Maps explained in Maya
Mike Hermes well way to make my senior project that much harder, now i have to do so much more just to make everything look correct. Stupid specularity.
kalackninja You're welcome :-)
kalackninja MindTex should help with texture map creation.
Thank you very much! 2018 and still useful
Hi Mike! Just one question, is a specular map the same as metal map? If not, where do
we plug in metal maps for Maya? Thank you.
They are not exactly the same and where you plug them depends on you platform. Marmoset Toolbar has a slot for metallness but Unreal does not for example
Ah ok. Then, lets say for example, I modeled a helmet and wish to render-test it only in Maya using Blinn shader.
Are Diffuse, Normals, & Specular maps all I need or is there a seperate slot for
metal map somewhere? Because for some reason, I keep thinking I have to plug in Metal map somewhere
in Maya.
Depends on your textures but you can render with just Blinn if needed
Please make a video on normal maps and specular maps
thank you very much:)
kithu1231 Thanks !
hey can u make how to add normal map, displacement map and specular map on 1 objetct?
what did he click when he was changing the colour at 2:08??
2:38*
Matt, apply a standard blinn and then hit the checkered box next to color, select "file" to plugin the external 2D wood file
falls short for me, be good if you followed this through and show us how to make a colour map and how to export it from maya for use in photoshop rather than tell us it's an option
+TLC I have other videos on those topics. This was a video to specifically get into specular maps, what they do and where to plot them ( It was a subscriber request )