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What just happened?
As you can see from the image above, this is what the material will look like when imported
into our level, but it sill doesn't look like metal; so how can we improve this? Let's go ahead
and add some more maps to create the perfect material.
Time for action - giving a perfect texture to your material
1. So, as you can see from the image above, the material really doesn't look like metal.
It's too bright for one thing, but it's also too uniformly shiny. The diffuse texture has
lots of darker rusty areas that shouldn't be as shiny. You can hook the diffuse texture
sample directly into the Specular input, and the color of the texture will control the
specularity. Do that now.
The highlight deinitely looks beter, but now it's probably too subtle. Let's look at
how to brighten it up.
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