mm137 Posted December 5, 2015 Share Posted December 5, 2015 I've been snooping through a bunch of specular maps trying to get a handle on exactly what's going on with regards to PBR shading. It seems generally to be red channel = roughness and green = metalness, right? Is that where we are at? How different is this from specular/gloss? A lot of the "chrome" mods that are everywhere lately seem to take wildly different approaches to specular - some do the all black diffuse/all white spec, some have much more complex stuff going on. Bethesda's specs seem to have greyscale in the alpha for some reason... I'm just trying to nail down a good technique. The real reason I ask is that I've been trying to make a version of my black and white pipboy texture that subs out chrome for the white parts (because people keep asking) but I just can't get the big knobs to look right. The screws and rivets and nuts all look fine, but the knobs look kind of weird and plastic-y no matter what approach I try. Anybody got a bead on this? Do the knobs somehow use a different material file or something? Thanks in advance. Hope I'm not going over old ground here. Link to comment Share on other sites More sharing options...
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